Abilities/Passive

This page lists all of *VALORANT'*s **passives** and passive-like effects. They are sorted alphabetically by associated agent.

## Astral Form

**Astral Form** is a Setup passive for  Astra. Astra can use her ultimate hotkey to enter a higher plane that is a mirror counterpart of the entire map she is currently on. Astra is ghosted while in this plane, allowing her to move freely in the air using her movement keys and mouse to direct her. In the real world, her body remains in place in a channeling position which remains vulnerable to enemy gunfire and utility. A blue outline of her real body can be seen while in the Astral plane. Each time Astra enters the Astral plane, she will appear above and slightly behind this blue outline. As an Attacker, she can also see the location of the spike. Outlines representing allied or enemy agents will not appear in the Astral plane. Astra will still be able to hear anything that happens around her body in the real world as normal while in Astral Form.

Whilst in the Astral Plane, Astra can place  Stars, use her basic abilities by activating placed stars, and activate her ultimate,  Cosmic Divide.

Astral Form
**v7.05**
* Astra will now be able to hear everything happening around her physical body while in Astral form.

**v4.04**

* Increased the speed of the overlay that covers Astra's screen when transitioning in and out of Astral form
* Astra's targeting ring in Astral form is reduced to one ring that reflects the now unified size of all her utility
* While in Astral form, pings are no longer blocked by level geometry that Astra cannot see
* Astra's targeting ring no longer randomly disappears when aiming across some map locations
* Fixed the boom not showing up for Astra if planted while in Astral Form

**v3.05**

* Will no longer equip weapons slower than intended after exiting Astral Form

**v3.0**

* On Attack, Astra can now see the Spike’s location in Astral form
	+ This representation does not animate so it will not provide additional info on the status of the Spike

**v2.07**

* Fixed an unintended dome in the sky that Astra saw if she came out of Astral Form while Omen is ulting

**v2.05**

* Fixed a rare bug that could leave players unable to move or process inputs until they died when entering or returning from Astral Form

## Terror Trail

**Terror Trail** is an Intel passive for  Fade. Her  Haunt and  Nightfall will mark enemies with a Terror Trail, creating a black trail on the ground between the marking effect's point of origin and the affected agent, that Fade and her allies can follow. For the duration of the mark, Terror Trail will track the affected agent's movements, extending their current trail. The trail can only be broken by teleports (the trail will begin again from the agent's new position as long as they are still marked but will not connect to the original trail) or cleansed by Yoru's  Dimensional Drift. When the agent's mark debuff expires, the trail will disappear.

 Prowlers can be used to pursue trails. Upon pursuing a trail, the prowler will also reveal the exact identity of the agent to Fade. A prowler will follow the path of a trail until it encounters an enemy or the end of a trail, or until the trail disappears due to its agent's mark debuff expiring. An individual trail can only be pursued by one prowler with the pursuit causing the trail to become grayed out, though the trail will still remain visible and continue tracking so long as the target agent is still marked.

Terror TrailProwler tracking target via Terror Trail
*Terror Trail has not yet received any updates*

## Globules

**Globules** is a Setup passive for  Gekko. After using  Wingman,  Dizzy, or  Thrash, each of these creatures will turn into a globule when they expire, falling to the ground if they were airborne at this moment. They will then remain there for 20 seconds, during which time Gekko can approach them and reclaim the globule over 1 second. Successfully retrieving a globule will then put that globule's ability on a 10 second cooldown after which it can be used again. If Gekko does not reclaim the globule within its lifespan, it will disappear from the map.

Thrash will only turn into a globule after the first time she is used in a round.

Wingman as a GlobuleDizzy as a GlobuleThrash as a GlobuleReclaiming a Globule
**v7.12**
* Reduce reclaim channel time from 2s >>> 1s

**v6.05**

* Added VFX to when Gekko is reclaiming an orb, as well as when the globule reclaim is complete
* Improved visuals for enemy creature globules
* Fixed a bug where ally Gekko orbs were showing up as white outside of custom Replication.

## Drift

 **Drift** is a mobility passive for  Jett. Whenever she is airborne, she can hold her jump key to reduce her fall speed and allow herself to glide down to ground instead. This can be used to safely fall from large distances without taking fall damage upon landing. Jett can still use her weapons and other abilities whilst using Drift.

Drift while used
*Drift has not yet received any updates*

## Energy

**Energy** is a Resource Bar for  Neon which gives her 100 Energy. Activating  High Gear or  Overdrive requires Neon to consume Energy at a rate of 1 every 0.1 seconds (10/sec) for High Gear and 1 every 0.2 seconds (5/sec) for Overdrive. Neon will say a warning if her energy drops below 20. If her energy run out, the abilities automatically deactivate. When not active, Neon will replenish Energy at a rate of 1 every 0.6 seconds (1.667/sec) and will be able to reactivate High Gear once she has at least 2 Energy.

Whenever Neon kills an enemy agent, she will instantly refill her Energy.

**v4.08**
* Energy received upon killing an enemy increased 25% >>> 100%

## Heating Up

**Heating Up** is a Sustain passive for  Phoenix. His fire-producing abilities, Blaze and Hot Hands, will heal Phoenix instead of inflicting damage if he comes into contact with them, for a total of 50 HP over their full durations. Healing is applied with 1 HP ticks spread out evenly over their durations (1 every 0.16 seconds for Blaze, 1 every 0.08 seconds for Hot Hands).

Heating Up
**v1.0**
* Passive effect changed from Heal 3 HP every 0.25 seconds whilst in contact with fire >>> Heal for 50 HP total over the full duration of the ability whilst in contact with fire
	+ Blaze now heals 1 HP every 0.16 seconds
	+ Hot Hands now heals 1 HP every 0.08 seconds

## Soul Harvest

**Soul Harvest** is a Setup passive for  Reyna. If an enemy agent that she has dealt damage to within the last 3 seconds dies, they will drop a Soul Orb at their location that remains there for 3 seconds. If she has sight of the Orb, Reyna can use  Devour or  Dismiss to consume it.

Soul Orb
**v2.04**
* Fixed parts of Reyna’s Soul Orb feedback triggering when assisting kills on non-players
* Fixed Reyna’s Soul Orb timer not properly syncing with its actual duration

**v2.03**

* Slain enemies that Reyna has damaged in the last 3 seconds now drop Soul Orbs, even if Reyna does not land the killing shot

**v1.02**

* Soul Orbs are now spawned when Reyna kills Phoenix during Run it Back.

## Fuel

**Fuel** is a Resource Bar for  Viper which gives her 100 Fuel. Activating only  Poison Cloud or  Toxic Screen requires Viper to consume Fuel at a rate of 1 every 0.15 seconds (6.667/sec). However, Viper can have both abilities active, which consumes Fuel at a rate of 1 every 0.1 seconds (10/sec). If her fuel levels run out, the abilities automatically deactivate and Viper must wait for her fuel levels to replenish, which will happen at a rate of 1 every 0.3 seconds (3.33/sec).

Viper must have a minimum of 20 Fuel to activate a fueled ability.

**v6.11**
* Reduced regeneration per second 5% >>> 3.3%
	+ *Regenerate to max fuel once empty 20s >>> 30s*

**v4.04**

* Fuel drain increased 50% when Toxic Screen and Poison Cloud are both active.
* Fuel bar now turns red when Viper does not have enough to activate her abilities.

**v3.04**

* Fuel will no longer continue to drain after  Toxic Screen or  Poison Cloud go down if Viper is suppressed right as she activates them

**v1.09**

* Amount of fuel at round start increased 50 >>> 100

**v1.04**

* Having both  Poison Cloud and  Toxic Screen active does not consume additional fuel beyond the cost of having one active

## Toxin

**Toxin** is a passive for  Viper. If an enemy agent comes into contact with her Vision Blocker abilities ( Poison Cloud,  Toxic Screen,  Viper's Pit), their health will begin to decay. They will instantly decay 30 HP upon contact, then continue to decay for 1 HP every 0.1 seconds (10 HP/sec). If no longer in contact, the debuff will briefly remain for 1.5 seconds before their health begins to climb back up at a rate of 1 HP every 0.04 seconds (25 HP/sec), up to a maximum of how much HP they would have if they had not been affected, taking any damage and healing taken whilst they were decayed into account.

**v2.09**
* Decay inflicted on initial contact reduced 50 HP >>> 30 HP

**v2.07**

* Fixed a bug when calculating if damage taken while decayed should be lethal for players with armor
	+ Most noticeably, this was causing Marshal shots when the target was decayed 50 to reduce the enemy to 1 health instead of killing them

**v2.06**

* Now instantly inflicts 50 HP Decay on initial contact
* Decay over time decreased 15 HP/sec >>> 10 HP/sec
* HP regen delay once no longer affected by Toxin decreased 2.5 seconds >>> 1.5 seconds

**v1.07**

* Decay on all smoke abilities no longer affects allies

**v1.04**

* Enemy decay per second increased 10 >>> 15
* After exiting Viper's smoke, enemy decay sustains for 2.5 seconds before starting to fade