Each Valorant Agents has its unique Signature Ability that supports their identity. Today, we will go through all of them!
Signature Abilities are a super important part of every Agent's ability kit, and regardless of who is your main, you need to learn how to get the most out of them. And that's where we come to help you with our in-depth guide to Signature Abilities in Valorant!
We'll start with explaining what Signature Abilities are, but if you already know that, you can scroll down to find all existing Signature Abilities with a brief explanation of how each works. Without further ado, let's go!
What Are Signature Abilities in Valorant?
Signature Abilities are the unique abilities that you get one charge of at the start of every round without spending any Credits, regardless if you survived the last round or not. All Agents have them, and some characters like Skye or Yoru can even purchase an additional charge of their Signatures. Some other can include cooldowns or enemy kill counts that refresh the ability, which provides a big strategic element to the game.
All in all, Signature Abilities are a key part of Valorant's gameplay mechanics, as they allow Agents to have a unique playstyle that sets them apart. They often work well with the other part of your ability kit, so learning your Signatures is crucial if you want to climb ranks effectively.
All Signature Abilities in Valorant Explained
Brimstone Signature Ability: Sky Smoke
Official Ability Description: EQUIP a tactical map. FIRE to set locations where Brimstone’s smoke clouds will land. ALTERNATE FIRE to confirm, launching long-lasting smoke clouds that block vision in the selected area.
Maximum Charges | 3 |
Cost per charge | 100 Credits |
Equip Time | 0.8 seconds |
Deploy Time | 1 second |
Radius | 4.1 meters |
Duration | 19.25 seconds |
Starting with Brimstone's Signature Ability, we have a super essential tool for controlling the battlefield that you will often need in some team comps, especially on maps like Lotus. Sky Smoke allows you to deploy up to three smokes at one, with each charge lasting for 19.25 seconds. It's also worth mentioning that you can select the smoke's location on Brimstone's tactical map by left-clicking and confirming it with a right-click.
Overall, we consider Sky Smoke as one of the best smoking abilities in Valorant due to its incredible accuracy and long duration. Still, you shouldn't underestimate the strategic part of this ability just because it's strong – don't throw your smokes randomly, and try to cooperate with your team for the best results.
- Start climbing with Brimstone!: How To Play Brimstone | Valorant Agent Guide
Viper Signature Ability: Toxic Screen
Official Ability Description: EQUIP a gas emitter launcher. FIRE to deploy a long line of gas emitters. RE-USE the ability to create a tall wall of toxic gas at the cost of fuel. This ability can be RE-USED more than once.
Maximum Charges | 1 |
Cooldowns | 2 seconds (Deactivation), 8 seconds (Activation) |
Equip Time | 0.8 seconds |
Max Length | 60 meters |
Next up, we have a super powerful ability to defend Spike Sites, force enemies to rotate, and create opportunities for team kills. We are, of course, talking about Viper's Toxic Screen, which is a classic wall ability that works magic as a vision blocker. This ability uses Viper's Fuel passive, and once the Fuel bar hits zero, the ability deactivates, so keep that in mind.
Enemies who pass through the Toxic Screen will be hit with the Toxin debuff, which instantly decays 30 HP, and then continues to decay 10 HP per second. However, after 1.5 seconds without contact, the debuff will stop working, and the enemy player will start gradually regaining their health.
- Start climbing with Viper!: How to Play Viper? | Valorant Agent Guide
Omen Signature Ability: Dark Cover
Official Ability Description: EQUIP a shadow orb and see its range indicator. FIRE to throw the shadow orb to the marked location, creating a long-lasting shadow sphere that blocks vision. HOLD ALTERNATE FIRE while targeting to move the marker further away. HOLD the ability key with targeting to move the marker closer.
Maximum Charges | 2 |
Cost per charge | 100 Credits |
Equip Time | 0.7 seconds |
Restock | 30 seconds |
Deploy Time | 1 second |
Smoke Duration | 15 seconds |
Cast Distance | 80 meters max |
Dark Cover is another smoke ability that allows you to throw two smokes at a time and place them literally anywhere on the map! You can also choose how high you want your smokes to be and be super accurate about it, which is another unique and significant feature of it. Moreover, after 30 seconds of using this ability, you will get one charge of it back for free!
- Start climbing with Omen!: How To Play Omen | Valorant Agent Guide
Killjoy Signature Ability: Turret
Official Ability Description: EQUIP a Turret. FIRE to deploy a turret that fires at enemies in a 180 degree cone. HOLD EQUIP to recall the deployed turret.
Maximum Charges | 1 |
Equip Time | 1.1 seconds |
Damage | up to 20 meters: 8 per shot, 24 per burst20 to 35 meters: 6 per shot, 12 per burstmore than 35 meters: 4 per shot, 12 per burts |
Restock | 45 seconds if destroyed, 20 seconds if recalled |
Turret's Health | 100 HP |
Turret is a deployable Killjoy's gadget that, once placed, can rotate up to 180 degrees in a cone, detecting and shooting at enemies within its range. However, damage values are pretty symbolic, so you should not treat it like a killing machine. Instead, think of it as a tool to distract your enemies and gather intel.
- Start climbing with Killjoy!: How to Play Killjoy? | Valorant Agent Guide
Cypher Signature Ability: Spycam
Official Ability Description: EQUIP a spycam. FIRE to place the spycam at the targeted location. RE-USE this ability to take control of the camera’s view. While in control of the camera, FIRE to shoot a marking dart. This dart will reveal the location of any player struck by the dart.
Maximum Charges | 1 |
Deploy Distance | 20 meters max |
Deploy Height | 4.5 meters max |
Dart Cooldown | 6 seconds |
Restock | 45 seconds when destroyed, 15 seconds when recalled |
Equip Time | 0.8 seconds |
Speaking of gathering intel, we have Cypher's Signature Ability! Spycam is a deployable camera that you can place literally anywhere and gives you vision from the camera's point of view whenever you want. Moreover, you can shoot a dart that tags enemies, revealing their location through walls in consecutive time intervals until removed.
Additionally, the ability shows enemies spotted on the minimap, allowing players to keep track of enemy positions even when not directly using the camera.
- Start climbing with Cypher!: How to Play Cypher? | Valorant Agent Guide
Sova Signature Ability: Recon Bolt
Official Ability Description: EQUIP a bow with a recon bolt. FIRE to send the recon bolt forward, activating upon collision and revealing the location of nearby enemies caught in the line of sight of the bolt. HOLD FIRE to extend the range of the projectile. ALTERNATE FIRE to add up to two bounces to this arrow.
Maximum Charges | 1 |
Restock | 40 seconds |
Bounces | 2 max |
Recon Dart Health | 20 HP |
Equip Time | 0.8 seconds |
Pulses | 1 pulse every 1.6 seconds |
Reveal Duration | 0.75 seconds |
Radius | 30 meters |
Next up, we have Recon Bolt, which is a ranged scout arrow that creates a scanning field with a 30-meter radius, reavling enemy locations in periodic pulses. Just like Shock Bolt, it can be charged for longer distances and bounced off of up to two surfaces. One thing we need to mention for this ability is that you usually want to use to place it relatively high (rooftops, etc.) as it can be destroyed with a single bullet, so you don't want to make it too accessible to interact for your enemies.
- Start climbing with Sova!: How To Play Sova | Valorant Agent Guide
Sage Signature Ability: Healing Orb
Official Ability Description: EQUIP a healing orb. FIRE with your crosshairs over a damaged ally to activate a heal-over-time on them. ALT FIRE while Sage is damaged to activate a self heal-over-time.
Maximum Charges | 1 |
Restock | 45 seconds |
Equip Time | 0.5 seconds |
Healing Allies | 20 HP per second, up to 100 HP |
Heling Yourself | 3 HP per second, up to 30 hP |
Healing Orb is a healing tool that can work on either you or one of your teammates, and it is really not complicated at all when it comes to its use. However, we have to mention that if the target receives damage, the healing effect will pause for 2 seconds. So yeah, as Sentinel Agents are a "support class" of Valorant, this ability fits this theme perfectly, wouldn't you say?
- Start climbing with Sage!: How To Play Sage | Valorant Agent Guide
Phoenix Signature Ability: Hot Hands
Official Ability Description: EQUIP a fireball. FIRE to throw a fireball that explodes after a set amount of time or upon hitting the ground, creating a lingering fire zone that damages enemies.
Maximum Charges | 1 |
Restock | After 2 kills |
Equip Time | 0.8 seconds |
Maximum Damage | 240 max |
Healing | 50 HP max |
And now we have a molotov! Phoenix's Hot Hands ability is a throwable ball of flames that can be used to either damage enemies with a molotov-like effect, or to heal yourself. When thrown, the ball of flames hits the ground after 1.5 seconds and creates a 4.5-meter wide circle of fire that damages enemies standing on it for 1 damage every 0.0167 seconds. Moreover, Hot Hands can be bounced off walls with a range of 5 meters!
- Start climbing with Phoenix!: How To Play Phoenix | Valorant Agent Guide
Jett Signature Ability: Tailwind
Official Ability Description: ACTIVATE to prepare a gust of wind for a limited time. RE-USE the wind to propel Jett in the direction she is moving. If Jett is standing still, she propels forward
Maximum Charges | 1 |
Restock | After 2 kills |
Buff Duration | 12 seconds |
Dash Duration | 0.45 seconds |
Dash Distance | 10 meters |
Jett's Tailwind (aka Dash) provides a 12-second buff upon activation. During this buff, you can quickly dash a short distance in the direction you are facing by pressing the ability hotkey again (E on default). Honestly, we would say that it is not only the Signature Ability of Jett but also Valorant itself; that's how iconic it is!
- Start climbing with Jett!: How To Play Jett? | Valorant Agent Guide
Reyna Signature Ability: Dismiss
Official Ability Description: INSTANTLY consume a nearby soul orb, becoming intangible for a short duration. If EMPRESS is active, also become invisible.
Maximum Charges | 2 (Shared with the Devour ability) |
Cost | 200 Credits |
Duration | 2 seconds |
Next up, we have Reyna's Dismiss abilitty, which you can activate by consuming a Soul Orb, which appears on the ground after you kill an enemy. When activated, Reyna enters an intangible state for two seconds, meaning she cannot be damaged by enemies, but also cannot shoot or use any other abilities.
- Start climbing with Reyna!: How To Play Reyna? | Valorant Agent Guide
Raze Signature Ability: Paint Shells
Official Ability Description: EQUIP a cluster grenade. FIRE to throw the grenade, which does damage and creates sub-munitions, each doing damage to anyone in their range.
Maximum Charges | 1 |
Restock | After 2 kills |
Equip Time | 0.8 seconds |
Damage | 15 minimum, 55 maximum |
Paint Shells is basically a throwable grenade that explodes into four smaller grenades that scatter across a larger area of effect. The damage dealt by each grenade ranges from 15 to 55, depending on how close the enemy is to the impact zone. Yeah, it's really that simple!
- Start climbing with Raze!: How To Play Raze | Valorant Agent Guide
Breach Signature Ability: Fault Line
Official Ability Description: EQUIP a seismic blast. HOLD FIRE to increase the distance. RELEASE to set off the quake, dazing all players in its zone and in a line up to the zone.
Maximum Charges | 1 |
Restock | 40 seconds |
Equip Time | 0.8 seconds |
Area Size | 8 meters minimun, 56 meters maximum |
Concuss Duration | 3.5 seconds |
Now, this is one of the most annoying Signature Abilities ever! When activated, it releases a straight line that can be extended by holding down the fire button, concussing all enemies caught in its blast for 3.5 seconds. It can be used to force enemies out of their held angles and to disrupt their position, so yeah, pretty OP if you can set it up correctly. However, it's important to avoid hitting teammates with the ability as they can also be affected by it.
- Start climbing with Breach!: How To Play Breach | Valorant Agent Guide
Skye Signature Ability: Guiding Light
Official Ability Description: EQUIP a hawk trinket. FIRE to send it forward. HOLD FIRE to guide the hawk in the direction of your crosshair. RE-USE while the hawk is in flight to transform it into a flash that plays a hit confirm if an enemy was within range and line of sight.
Maximum Charges | 2 |
Cost | 250 Credits |
Restock | 40 seconds |
Equip Time | 0.8 seconds |
Bird Flight Duration | 2.5 seconds max |
Maximum Blind Duration | 2.25 seconds |
Skye's Guiding Light ability is a flexible and powerful flashbang that summons a hawk trinket, which you can guide to explode in a specific location. Some people argue that this is the best flashbang in the game, especially for the Initiator class. So yeah, a versatile and powerful tool to initiate and provide cover for your Duelists.
- Start climbing with Skye!: How To Play Breach | Valorant Agent Guide
Yoru Signature Ability: Gatecrash
Official Ability Description: EQUIP a rift tether FIRE to send the tether forward ALT FIRE to place a stationary tether ACTIVATE to teleport to the tether's location USE to trigger a fake teleport.
Maximum Charges | 2 |
Cost | 200 Credits per charge |
Equip Time | 0.8 seconds |
Restock | After 2 kills |
Teleport's Health | 100 HP |
Travel Duration | 30 seconds max |
Teleport Duration | 1.2 seconds |
Yoru's Signature Ability allows you to throw a rift you can teleport to for the next 30 seconds as the rift travels forward in a straight line until it hits an obstacle. You can also use this ability again to fake a teleport, which gives the animation and audio cue of a standard teleport but doesn't give the actual effect. Of course, Yoru's Gatecrash ability can be shot down by enemies, so you never really want to throw it randomly.
- Start climbing with Yoru!: How To Play Yoru? | Valorant Agent Guide
Astra Signature Ability: Nebula / Dissipate
Official Ability Description: Place Stars in Astral Form (X) ACTIVATE a Star to transform it into a Nebula (smoke). Use (F) on a Star to Dissipate it, returning the star to be placed in a new location after a delay. Dissipate briefly forms a fake Nebula at the Star’s location before returning.
Nebula Smoke Duration | 14.25 seconds |
Dissipate Smoke Duration | 1 second |
There are two different uses of Astra's Signature Ability — Nebula and Dissipate. In short, Nebula creates a long-lasting smoke at the location of the Star it's used on, while Dissipate creates a short-lasting smoke (like, super short, it's only 1 second) at the same location, but you will also recall a Star that you can later use with your Ultimate Ability.
- Start climbing with Astra!: How To Play Astra? | Valorant Agent Guide
KAY/O Signature Ability: ZERO/point
Official Ability Description: EQUIP a suppression blade. FIRE to throw. The blade sticks to the first surface it hits, winds up, and suppresses anyone in the radius of the explosion.
Maximum Charges | 1 |
Restock | 40 seconds |
Debuff | Supression (8 seconds) |
Moving on, we have KAY/O's signature ability, which is a throwable knife that attaches to any surface and generates a magnetic field after just one second. Enemies caught within the field will be suppressed, rendering their abilities useless for eight seconds, limiting their gameplay to just shooting. The knife can be shot down and has a 40-second cooldown, so you will usually use it twice per round!
- Start climbing with KAY/O!: How To Play KAY/O? | Valorant Agent Guide
Chamber Signature Ability: Rendezvous
Official Ability Description: PLACE a teleport anchor. While on the ground and in range of the anchor, REACTIVATE to quickly teleport to the anchor. The anchor can be picked up to be REDEPLOYED.
Maximum Charges | 1 |
Restock | 30 seconds after using or recalling |
Teleport Duration | 1.3 seconds |
Teleport Anchor Health | 50 HP |
Teleport Anchor Radius | 13 meters |
Rendezvous is a teleport that works on two different anchors that can be placed at really any location. It is extremely useful for quickly changing position, rotating or escaping potential danger after getting a kill, making it super beneficial for Operator players. However, the anchors can be destroyed and have a cooldown of 30 seconds, so you can't really go too crazy with it.
It's also worth mentioning that when the player is within range of the teleport anchors, they have a golden glow and their clothes change to full gold, which can be seen by both teams.
- Start climbing with Chamber!: How To Play Chamber? | Valorant Agent Guide
Neon Signature Ability: High Gear
Official Ability Description: INSTANTLY channel Neon’s power for increased speed. When charged, ALT FIRE to trigger an electric slide. Slide charge resets every two kills.
Slide Restock | After 2 kills |
Slide Duration | 0.6 seconds |
Slide Distance | 5 meters |
While using the ability, Neon moves 30% faster until the power meter runs out, which can be recharged quickly by getting kills, although you cannot equip any weapons while using it. However, it's also worth pointing out that High Gear makes your footsepts louder, making it easier for your enemies to locate you, and that's a little downside.
And of course, High Gear comes with a sliding feature! The sliding feature allows Neon to slide forward for about 5 meters, which refreshes after scoring two kills. It instantly equips you with your last weapon after finishing the slide, making it useful for aggressive strategies and risky peeks.
- Start climbing with Neon!: How To Play Neon? | Valorant Agent Guide
Fade Signature Ability: Haunt
Official Ability Description: Equip a nightmarish entity. FIRE to throw the orb which will plummet to the ground after a set amount of time. Upon hitting the ground, the orb will turn into a nightmarish entity that will reveal the location of enemies caught in its line of sight. Enemies can destroy this entity. RE-USE the ability to drop the projectile early in-flight.
Maximum Charges | 1 |
Haunt's Health | 40 HP |
Restock | 40 seconds |
Equip Time | 0.85 seconds |
Reveal Duration | 2 seconds |
Haunt is an intel ability that throws a ghost that will activate as soon as it comes into contact with the ground and reveal any enemies it sees. Haunt is best used to scout out the enemy team pushing or holding angles, as it allows Fade to use her Prowler ability to follow up on the Trail debuff applied by Haunt.
- Start climbing with Fade!: How To Play Fade | Valorant Agent Guide
Harbor Signature Ability: High Tide
Official Ability Description: EQUIP a wall of water. FIRE to send the water forward along the ground. HOLD FIRE to guide the water in the direction of your crosshair, passing through the world, spawning a wall along the water’s path. ALT FIRE while bending to stop the water early. Players hit are SLOWED.
Maximum Charges | 1 |
Restock | 40 seconds |
Travel Distance | 50 meters |
Duration | 15 seconds |
Debuff | 30% slow debuff for 0.6 seconds |
Equip Time | 0.6 seconds |
Next up, we have Harbor's wall ability. Upon casting this on, you send a sphere forward that can pierce through terrain, leaving a path on the ground below it.
Once the sphere reaches its maximum distance, a wall of water rises from Harbor's location and spreads across the length of the path until it reaches its end. The ability lasts around 15 seconds, making it a potentially oppressive presence to deal with, and it can block large areas on the site, making it a great alternative to Viper on specific maps.
- Start climbing with Harbor!: How To Play Harbor | Valorant Agent Guide
Gekko Signature Ability: Dizzy
Official Ability Description: EQUIP Dizzy FIRE to send Dizzy soaring forward through the air. Dizzy charges then unleashes plasma blasts at enemies in line of sight. Enemies hit by her plasma are blinded. When Dizzy expires she reverts into a dormant globule INTERACT to reclaim the globule and gain another Dizzy charge after a short cooldown.
Maximum Charges | 1 |
Blind Duration | 2.5 seconds |
Dizzy's Health | 20 HP |
Time to Restock The Ability | 20 seconds + a 10 seconds cooldown |
Gekko's Dizzy is basically a flashbang that fires a plasma blast at each enemy in its line of sight. The splash covers the screens of any enemy Agents within range, and it will gradually fade away after 2 seconds.
When Dizzy reaches its maximum duration or takes enough damage (as it can be shot down), it turns into a dormant globule, which you can pick up for the next 20 seconds; it works just as the Ultimate Orb. Once you do that, you will get the ability back into your kit with a cooldown of 10 seconds. So yeah, it's a reusable flashbang that is pretty OP by nature; it's as simple as that.
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