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Valorant Agent Classes Overview

The massively popular tactical FPS shooter Valorant has created a craze in the gaming community. Thousands of players are logging on each day to go head to head in matches. The community around the game is thriving, and there’s never been a better time to join the fun!

Valorant is a deep and complex FPS game that rewards teamwork, clear communication, and an understanding of the game. Before a match starts, players choose a character from a pool of agents to use in the match.

Each agent belongs to a specific class and each class has an intended role—and each agent has different a different purpose and unique abilities. Let’s take a look at the different agent classes.

Class: Controllers

Controllers do exactly what their name sounds like: they control the battlefield. Agents in the Controller class can direct the flow of battle, block, divert, or contain enemies with a myriad of different abilities like putting up walls, laying down smoke, and Slows—a field that slows the movements of enemies caught in it.

Astra

Abilities:

Gravity Well: Pulls players toward the center, making them vulnerable, then explodes dealing damage. The best time to use would be when the enemy team is grouped together to keep them from splitting off.

Nova Pulse: A concussive blast that disorients enemies. Best used when attacking around corners.

Nebula: Create smoke to cloud enemy vision. Best to use as cover when attacking or retreating.

Astral Form: Place stars around the map to be activated later and turned into Nova Pulses, Gravity Wells, or Nebula. Best to use to when outnumbered or when opponents are hiding.

Cosmic Divide: Connect two points on the map. Bullets are blocked, and audio is muted within this field. Best to use when after spike has been set or when trying to deactivate.

Brimstone

Abilities:

Stim Beacon: Create a field that grants RapidFire to teammates standing in it. Best to use when attacking with your team.

Incendiary: A grenade that leaves a lingering fire zone that damages enemies. Best to use when in combat with a single opponent to win the engagement.

Sky Smoke: Launch a long-lasting smoke cloud to block enemy vision. Best to use when attacking or retreating.

Orbital Strike: A lingering laser strike that deals heavy damage over time to enemies. Best to use when after spike has been planted to stop deactivation or to close out a round.

Omen

Abilities:

Shrouded Step: Teleport to the desired location. Best to use to get away from attackers.

Paranoia: Fire a Shadow Projectile that reduces the vision of enemies it touches. Best to use to gain an advantage when attacking.

Dark Cover: A long-lasting sphere that blocks enemy vision. Best to use when attacking enemies or rushing into a zone.

From the Shadows: Teleport around the map. Bested used as a defensive play to escape combat or to engage quickly for a kill.

Viper

Abilities:

Snake Bite: Create a Chemical Zone that damages enemies and inflicts Vulnerable(doubt damage). Best to use to block areas on the map.

Poison Cloud: Fire a Poison Orb that can emit Poison Clouds repeated. Best used to draw enemies out of cover.

Toxic Screen: Create a wall of Toxic Gas. Best used to block enemies from reaching areas.

Viper’s Pit: Create a toxic cloud around Viper that reduces the vision and health of enemies caught inside it. Best used when attacking, even better when outnumbered.

Class: Duelist

The most effective offense and attacker class in Valorant. Duelists specialize in high frags and quick engagement.

Jett

Abilities:

Cloudburst: A projective that expands into a brief vision cloud. Best used to locations of enemies.

Updraft: Propel Jett high into the air. Best used to escape combat or to jump in for a quick kill.

Tailwind: Propel Jett forward in the direction she is already moving. Best use as a defensive move to evade or escape.

Blade Storm: Equip 5 Throwing Knives. Getting a kill restocks the Knives. Best used when on the attack to close out a map or turn the tide of a match.

Phoenix

Abilities:

Blaze: A wall of flames that damages players who move through it. Best used when enemies are attempting to enter an area.

Curveball: Fire an orb on a curved path that blinds players when it detonates. Best used to blind enemies around corners to open attack options.

Hot Hands: A fireball that creates a lingering fire zone to damage enemies. Best used to draw enemies out from cover.

Run It Back: Resurrect Phoenix upon death at a placed marker. Best used whenever possible since it grants a second life.

Raze

Abilities:

Boom Bot: A bot that bounces off walls, chases enemies, and explodes to deal heavy damage. Best used early in a match to root out enemies and get an advantage.

Blast Pack: A pack that sticks to surfaces. Detonate to deal damage and knock enemies back. Best used when luring enemies.

Paint Shells: A grenade that deals damage then creates sub-munitions that each explodes. Best used when attacking enemies or to draw them out of cover.

Showstopper: Fire a rocket in a straight line dealing damage to enemies in the blast radius. Best used when enemies are not in cover.

Reyna

Abilities:

Leer: An eye to reveal enemy locations. Best used early to find enemy locations.

Devour: Heal Reyna. Best used to outlast an opponent.

Dismiss: Reyna becomes intangible and gains a burst of movement speed. Best used as a defensive move.

Empress: Increases fire rate, equip, and reload speed by 15% and grants unlimited charges of abilities while active. Best used whenever about to engage in combat. Use as often as possible.

Yoru

Abilities:

Fakeout: An echo that mimics footsteps, send it forward to confuse enemies. Best used to bait enemies into giving up their location.

Blindside: A flash to briefly blind players. Best used right before an attack.

Gatecrash: Fire a tether and teleport to it. Best used to escape combat or enter combat quickly.

Dimensional Drift: Drift into Yoru’s dimension, enemies cannot affect or see Yoru during this time. Best used to find enemy locations, especially near the end of a match.

Class: Initiators

Initiators inflict effects like Stun and attempt to gather information about enemies. They challenge angles against enemies, push enemies away, help their team to contest areas.

Breach

Abilities:

Aftershock: Fire a slow-acting burst through a wall at enemies dealing massive damage. Best used when knowing the location of an enemy that you cannot see.

Flashpoint: Fire a fast-acting burst through a wall to detonate and blind enemies. Best used to force opponents out of cover.

Fault Line: Daze all enemies in a created zone. Best used when near enemies to win engagements.

Rolling Thunder: Daze and knock-up players caught in a cone-like zone. Best used to help win battles or keep enemies from disarming the Spike.

Sky

Abilities: 

Regrowth: Heal allies within range and line-of-sight. Best used to support teammates during combat.

Trailblazer: Take control of the Predator, leap forward and explode to concuss and damage enemies. Best used against enemies at long range.

Guiding Light: Use a Hawk to mark enemy locations with a flash of light. Best used as often as possible to find enemy locations.

Seekers: Send three Seekers to the three closest enemies to Nearsight them. Best used when you’re positive that opponents are close.

Sova

Abilities: 

Owl Drone: Control a drone to fire darts that reveal enemy locations. Best used early match to find hiding enemies.

Shock Bolt: Send an explosive bolt forward that detonates and damages enemies. Best used to draw enemies out from cover.

Recon Bolt: Fire a bolt that reveals enemy locations within its sightline. Best used early match to find enemy locations and as often as possible.

Hunter’s Fury: Use a bow with 3 shots to reveal enemy locations and damage those in the line. Best used whenever available.

Class: Sentinels

Defensive class to monitor flanks and lockdown areas. Sentinels can lay traps against enemies.

Cypher

Abilities: 

Trapwire: Place a cover tripwire to tether and daze enemies and reveal their location. Best used at high travel frequency areas.

Cyber Cage: A temporary zone that blocks vision. Best used to disorients enemies for an attack.

Spycam: A camera to pinpoint enemies. Best used early as possible to find enemy locations.

Neural Theft: Reveal all enemy players’ locations. Best to use whenever it is available.

Killjoy

Abilities: 

Nanoswarm: A covert swarm of nanobots to damage enemies. Best used to begin combat engagement.

Alarmbot: Hunt down enemies to damage and apply Vulnerable. Best used to find hidden enemies.

Turret: Deply a turret gun. Best used in areas that opponents travel through often.

Lockdown: Detain all enemies within a specified radius. Enemies cannot shoot or use abilities for 8 seconds. Best used when enemies are group together, or to keep them from disarming the Spike.

Sage

Abilities:

Barrier Orb: Place a wall. Best used to block enemies out of areas.

Slow Orb: Create a slowing zone. Best used around the Spike to stop enemies.

Healing Orb: Heal teammates. Best used whenever a teammate takes significant damage.

Resurrection: Resurrect a teammate. Best used when free from combat to give your team back a downed teammate.

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