All Signature Abilities in Valorant Listed & Explained

Each Valorant Agents has its unique Signature Ability that supports their identity. Today, we will go through all of them!

Raze nade signature ability guide
Signature Abilities are designed to reflect each Agent's personality. | © Riot Games

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 Charges3
Cost per charge100 Credits

Equip Time

0.8 seconds
Deploy Time1 second
Radius4.1 meters
Duration19.25 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.

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.

Viper toxic screen
A big toxic wall. | © Riot Games
Maximum Charges1
Cooldowns2 seconds (Deactivation), 8 seconds (Activation)

Equip Time

0.8 seconds
Max Length60 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.

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 Charges2
Cost per charge100 Credits
Equip Time0.7 seconds
Restock30 seconds
Deploy Time1 second
Smoke Duration15 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!

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 Charges1

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 Health100 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.

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.

Cypher spycam ability
A super powerful intel-gathering tool. | © Riot Games
Maximum Charges1
Deploy Distance20 meters max

Deploy Height

4.5 meters max

Dart Cooldown6 seconds
Restock45 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.

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 Charges1
Restock40 seconds
Bounces2 max
Recon Dart Health20 HP

Equip Time

0.8 seconds
Pulses1 pulse every 1.6 seconds
Reveal Duration0.75 seconds
Radius30 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.

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 Charges1
Restock45 seconds

Equip Time

0.5 seconds
Healing Allies20 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?

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.

Valorant phoenix hot hands molotov
A classic molly, that's all it is. | © Riot Games
Maximum Charges1
RestockAfter 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!

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

Jett tailwind beta
Tailwind is OP by design. | © Riot Games
Maximum Charges1
RestockAfter 2 kills

Buff Duration

12 seconds
Dash Duration0.45 seconds
Dash Distance10 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!

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.

Reyna dismiss ability
It's so satisfying! | © Riot Games
Maximum Charges2 (Shared with the Devour ability)
Cost200 Credits
Duration2 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.

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 Charges1

Restock

After 2 kills

Equip Time

0.8 seconds
Damage15 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!

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 Charges1
Restock40 seconds

Equip Time

0.8 seconds
Area Size

8 meters minimun, 56 meters maximum

Concuss Duration3.5 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.

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 Charges2
Cost250 Credits
Restock40 seconds

Equip Time

0.8 seconds

Bird Flight Duration

2.5 seconds max

Maximum Blind Duration2.25 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.

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 Charges2
Cost200 Credits per charge

Equip Time

0.8 seconds

Restock

After 2 kills
Teleport's Health100 HP
Travel Duration30 seconds max
Teleport Duration1.2 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.

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.

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.

Kayo zero point hq
You have to admit, KAY/O has some outstanding ability models. | © Riot Games
Maximum Charges1
Restock40 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!

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.

Chamber tp bind
One very efficient teleport. © Riot Games
Maximum Charges1
Restock30 seconds after using or recalling
Teleport Duration1.3 seconds
Teleport Anchor Health

50 HP

Teleport Anchor Radius13 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.

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 Duration0.6 seconds
Slide Distance5 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.

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.

Fade haunt ability explained
Spooky reveal tool. | © Riot Games
Maximum Charges1
Haunt's Health40 HP
Restock40 seconds

Equip Time

0.85 seconds
Reveal Duration2 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.

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.

Harbor high tide
Another Controller wall ability. | © Riot Games
Maximum Charges1
Restock40 seconds
Travel Distance50 meters
Duration15 seconds
Debuff30% 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.

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.

Gekko dizzy pick up
This ability will make your enemies dizzy. | © Riot Games
Maximum Charges1

Blind Duration

2.5 seconds
Dizzy's Health20 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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Szymon Bielawski
Szymon Bielawski