recursal/Fanatic-Fandom huggingface dataset:
Dismiss

## Description

Consume a Soul Orb, becoming intangible for a short duration.

— In-game description

**Dismiss** is a signature ability for Reyna.

## Description

Dismiss is a Mobility ability that Reyna can instantly use on a Soul Orb that is dropped at the location of enemy agents she has recently helped to take down. Upon casting she becomes intangible, being immune to any incoming damage but unable to use any weapons or other abilities for the duration. Whilst intangible, Reyna will have an ethereal appearance mostly made of a transparent body with purple outlines. Reyna can recast Dismiss to end the ability early.

Whilst using Empress, Dismiss will additionally grant Reyna invisibility, completely removing her ethereal appearance and hiding her from sight for the duration. Reyna will laugh when she reappears once the ability ends, which can be heard by all players in range.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.0**
* Fixed a bug where Dismiss could not be rebought if the Buy Menu is closed and reopened during the same Buy Phase

**v2.11**

* Fixed an issue where Reyna couldn’t sell then rebuy charges during Buy Phase

**v2.03**

* Maximum Berkas:Devour.png Devour/Dismiss charges reduced 4 >>> 2
* Cost of Berkas:Devour.png Devour/Dismiss charges increased 100 >>> 200
Nova Pulse

## Description

Activate a Star to form a Nova Pulse that strikes after a brief delay, concussing all players in range.

## General

### Default Key

Q

— In-game description

Nova Pulse is a basic ability for Astra.

## Description

Nova Pulse is a Crowd Control ability that Astra can instantly activate by targeting a Star that she has placed on the map. A Nova Pulse will form on activation, winding up for a brief delay before exploding, concussing any agents within its radius.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.0**
* Cooldown time increased 12 >>> 25
VALORANT Indonesia Wiki

Selamat Datang Di Wiki *VALORANT*  Indonesia
Wiki *VALORANT* Siapa saja bisa mengeditnya!

Sumber daya wiki definitif untuk penembak taktis berbasis karakter 5v5 kompetitif untuk player Riot Games', Merupakan *VALORANT*, game yang dirilis pada 2 Juni 2020. Game ini berlokasi di Bumi, Dalam game Kamu diharuskan bekerja sama dengan 4 pemain lainnya untuk melawan 5 musuh dalam deathmatch. Kreativitas adalah senjata terbesar kamu jadi gunakan kemampuan mu itu untuk bermain bersama kami.

Saat ini wiki telah memiliki **112 artikel** dan **87 file**.

Contents
AgenSenjataPetaMode permainanSkin SenjataOther CosmeticsDuality Mirror Earths.pngCerita

Agent
1. Astra
2. Breach
3. Brimstone
4. Berkas:Chamber artwork.pngChamber
5. Cypher
6. Fade
7. Gekko
8. Harbor
9. Jett
10. KAY/O
11. Killjoy
12. Neon
13. Omen
14. Phoenix
15. Raze
16. Reyna‎‎
17. Sage
18. Skye
19. Sova
20. Viper
21. Yoru

Maps
1. Berkas:Ascent transparent bg.pngAscent
2. Berkas:Bind transparent bg.pngBind
3. Berkas:Breeze transparent bg.pngBreeze
4. Berkas:Fracture transparent bg.pngFracture
5. Berkas:Haven transparent bg.pngHaven
6. Berkas:Icebox transparent bg.pngIcebox
7. Berkas:Lotus transparent bg.pngLotus
8. Berkas:Pearl transparent bg.pngPearl
9. Berkas:Split transparent bg.pngSplit

Bersiaplah!

Mainkan *VALORANT*

Esport *VALORANT*
Valorant Esports.jpg

Templat:Portal/Twitter
Cosmic Divide

## Description

Create an infinite Cosmic Divide that blocks vision, blocks bullets, and heavily dampens audio.

## General

### Default Key

X

— In-game description

**Cosmic Divide** is an ultimate ability for Astra.

## Summary

Cosmic Divide is a Vision Blocker ability that requires Astra to enter the Astral plane using Astral Form for her to be able to use it. Whilst in the Astral Plane, Astra can equip Cosmic Divide using right click (by default). She can then select two points on the map to start creating a linear wall that will form between and extend from the selected points after winding up. From a spectator's perspective, the wall has a formation time from the ground to its outer edges that go way beyond the playable areas on the map, but from an agent's perspective, the wall will appear to form instantaneously due to the speed at which the formation occurs in the map's playable areas.

Once formed, the wall blocks vision, prevents bullets from passing through, and heavily dampens audio from anything that gives off a sound cue on the other side. Abilities can still be thrown through the wall.

Towards the end of its duration, the wall will give an audio cue that it is about to disappear. Similar to its formation, a spectator would be able to see that deformation immediately begins at the outer edges until it shrinks all the way to the ground. From an agent's perspective however, the wall will appear to instantly dissipate.

## Update History

*Cosmic Divide has never received any updates*
Showstopper

## Description

Equip a single-use Rocket Launcher that launches a rocket, dealing massive area damage on contact with anything.

## General

### Default Key

X

— In-game description

**Showstopper** is an ultimate ability for Raze.

## Description

Showstopper is an Ultimate Ability that Raze can instantly use. Upon activation, she winds up and equips herself with a rocket launcher. Raze can use other abilities and weapons without deactivating Showstopper; she can re-use the ability to reequip the launcher. The launcher holds one rocket for Raze to use.

Upon firing, Raze will launch the rocket, causing herself to be pushed back a few meters directly in the opposite direction she fired the rocket in. Upon contact with anything the rocket will explode, dealing damage to anything in range. Unlike most damaging abilities with damage falloff, Showstopper's damage falloff is not gradual. Instead, the explosion has an outer radius and an inner radius. Anything within the inner radius will take full damage. Once in the outer radius, the amount of damage begins to fall off to a minimum at the very edge.

Showstopper has a limited duration and Raze will be forced to permanently unequip the launcher if she does not fire the rocket in time.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.0**
* Ultimate points required increased 7 >>> 8

**v2.07**

* Explosion and Showstopper launching VFX updated so they are less obscuring and clear out of the play space faster

**v1.05**

* Equip Time increased 1.1 >>> 1.4
* Quick Equip Time increased 0.5 >>> 0.7
* VFX reduced when firing rocket
* VFX on rocket’s trail slightly reduced

**v1.04**

* Cost changed 6 >>> 7 Ult points

**v0.47+**

* Tuned and adjusted audio for Showstopper so that it will be easier to hear in hectic scenarios
Headhunter

## Description

Equip a heavy pistol.

— In-game description

**Headhunter** is a basic ability for Chamber.

## Description

Headhunter is an Empowerment ability that equips Chamber with a pistol. He can continuously equip and unequip this weapon so long as he has purchased ammunition for it before round start.

Headhunter has an Alt-Fire ADS mode and has no damage falloff.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

*Headhunter has not received any updates*
Drift

## Description

Glide through the air at reduced speed instead of falling.

— In-game description

**Drift** is a passive ability for Jett.

## Description

Drift is a Mobility ability that Jett can instantly use whenever she finds herself in a situation where she would be falling down to ground. Activating the ability reduces her fall speed and allows her to glide instead. Jett can use this to safely fall large distances without taking fall damage. Jett can still use her weapons and other abilities whilst using Drift.
Devour

## Description

Consume a Soul Orb to rapidly heal.

— In-game description

**Devour** is a signature ability for Reyna.

## Description

Devour is a Sustain ability that Reyna can instantly use on a Soul Orb that is dropped at the location of enemy agents she has recently helped to take down. Upon casting she creates a tether between herself and the orb, rapidly healing for the duration. This will not replenish her shields but if she already has full HP, she can temporarily Overheal to gain a total of 150 HP, including any shields she does have. Once the Overheal expires its granted health will rapidly decay to 0.

Any terrain that gets in the way of the tether will cause it to break. Reyna is unable to cast Devour if it would create a tether that would instantly be broken by terrain getting in the way.

Whilst using Empress, getting a recent takedown on an enemy agent will cause Devour to instantly cast at no cost without consuming the orb, allowing Reyna to benefit from the effects of both Devour and Dismiss from one takedown.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v2.03**
* Maximum Devour/Berkas:Dismiss.png Dismiss charges reduced 4 >>> 2
* Cost of Devour/Berkas:Dismiss.png Dismiss charges increased 100 >>> 200

**v1.05**

* Fixed issue where Reyna did not get her full heal if it began right when her overheal started to decay

**v1.01**

* Fixed VFX that obscured Reyna’s screen if she scoped while healing.
* Reyna’s overheal health no longer incorrectly shows 151 total when maxed.

## Gallery

Reyna devouring a Soul Orb. Since she has full health and no armor, the extra health is converted to Overheal.

 Berkas:Devourdemosntration2.gif
Senjata

Di Valorant, Agen memiliki berbagai **senjata** untuk digunakan dan menyebabkan kerusakan pada Agen lain.

## Overview

Agen memiliki variasi senjata yang berbeda, biasanya senjata api, untuk memenuhi gaya bermain atau meta tertentu. Senjata dipisahkan oleh dua kategori, senjata samping dan senjata utama. Senjata samping terdiri dari pistol, sementara senjata utama termasuk SMG, senapan, senapan, senapan sniper, dan senapan mesin.

Senjata memiliki jumlah amunisi yang terbatas tetapi dilengkapi dengan magasin cadangan. Peluru memberikan jumlah kerusakan yang berbeda tergantung pada senjatanya, bagian tubuh yang mereka pukul, dan jarak antara penembak dan target. Setiap senjata memberikan sejumlah kerusakan pada tubuh musuh pada jarak terpendeknya dan kemudian menggunakan pengganda pada nilai ini untuk menghitung kerusakan yang akan diberikannya pada kepala dan kaki pada jarak dekat dan semua bagian tubuh pada jarak lebih jauh. Angka yang dihasilkan dengan nilai desimal 0,5 dibulatkan ke bawah, bukan ke atas.

Senjata dapat dibeli oleh Agen menggunakan kredit selama urutan pra-putaran. Setiap Agen dilengkapi dengan Pisau dan pistol Klasik secara gratis secara default. Agen akan menyimpan senjata yang mereka beli melalui setiap putaran sampai mereka mati. Senjata juga dapat diambil dari tanah dari pemain yang sudah meninggal, baik yang ramah maupun yang bermusuhan, yang akan melanjutkan dengan pemain ke babak berikutnya.

## Perbarui Riwayat

**v3.0**
* Penandaan peluru berkurang dari 75% lambat >>> 72.5% lambat
* Ambang batas kecepatan akurasi zona mati menurun dari 30% >>> 27.5%

**v1.09**

**Melompat tidak akurat**

* Status ketidakakuratan tanah lompat berubah dari bertahap >>> biner
* Durasi ketidakakuratan tanah lompat meningkat dari .2 >>> .225
* Nilai ketidakakuratan tanah lompat meningkat dari 5.0 >>> 7.0 (lebih akurat untuk .225s setelah mendarat)

**v1.07**

**Hit Dampak VFX update**

* Server hit VFX menegaskan sekarang akan muncul di lokasi hit pada karakter dan tetap melekat pada posisi itu (sebelumnya, itu muncul di lokasi ruang permainan dan tinggal di sana)
* VFX percikan kecil yang diprediksi klien tambahan sekarang muncul segera di lokasi ruang permainan dari hit
* Menyesuaikan percikan yang mengenai warna VFX dan bentuknya disesuaikan agar lebih menyerupai bentuk VFX darah
* Sedikit diperkecil ukuran headshot VFX (darah dan percikan api)

**v0.50**

* Anda tidak akan lagi memasuki status "akurasi berjalan" saat beralih dari lari ke berhenti.
* Ambang batas kecepatan akurasi zona mati meningkat: 25% >> 30%

## Hal-Hal Sepele

* Panjang kanon senjata *VALORANT* telah dibagikan oleh Pemimpin Seni Konten Premium game
	+ Klasik ada senjata terkecil dan Odin adalah yang terbesar

 Berkas:Weapon lengths.png
FRAG-ment

## Description

Throw an explosive fragment that sticks to the floor and explodes multiple times, dealing near lethal damage at the center with each explosion

## General

### Default Key

C

— In-game description

**FRAG/ment** is a basic ability for KAY/O.

## Description

FRAG/ment is a Deterrent ability that KAY/O must equip before casting. Upon casting, KAY/O will throw a fragment that sticks as soon as it comes into contact with a horizontal surface. KAY/O can use Primary and Alt Fire to control the length of the throw; Primary Fire throws the fragment at long range whilst Alt Fire throws it at short range.

After a brief windup it starts to emit multiple explosions, dealing damage in a circular area of effect that falls off from the center towards the edge. The fragment only deals damage to entities that are in line of sight of the center of the AoE.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

*FRAG/ment has never received any updates*
Cyber Cage

## Description

Toss a cyber cage that can be activated to create a zone that blocks vision and plays an audio cue when enemies pass through it.

## General

### Default Key

Q

— In-game description

**Cyber Cage** is a basic ability for Cypher.

## Description

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.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.04**
* Other abilities can no longer be placed on the projectile while it’s in mid-air or deployed on the ground

**v3.0**

* Fixed a bug where picking up a cage during the Buy phase would prevent you from purchasing a second charge

**v2.07**

* Can no longer place Berkas:Spycam.png Spycam in Cyber Cage projectiles

**v1.04**

* Can now be picked up during buy phase

**v1.02**

* Fixed an issue where players could place a Cyber Cage on a Berkas:Trapwire.png Trapwire

**v1.01**

* No longer holds the teleporter doors on Bind open

**v0.50**

* No longer slows enemies that move through it

**v0.49**

* Fixed a bug where Cyber Cage would be selected at a larger range than intended causing overlapping interaction issues
Alarmbot

## Description

Deploy a bot that hunts down enemies that get in range and explodes, applying Vulnerable.

## General

### Default Key

Q

— In-game description

**Alarmbot** is a basic ability for Killjoy.

## Description

Alarmbot is an Intel ability that Killjoy must equip before casting. Once equipped, her crosshair will be replaced with an indicator for placing a bot. This will turn pink if it is placed on a viable position to be cast in, and will turn red for unviable positions. Upon casting, the bot will briefly deploy at the location before turning invisible. The bot can be recalled but will go on a short cooldown before it can be redeployed. Once deployed, the bot remains indefinitely. For it to remain active however, Killjoy must remain within a certain distance from the bot. Exceeding this distance will cause the bot to deactivate, becoming visible and not responding to any enemy agents that pass by it. Reentering the proximity range will reactivate the bot. The bot will also deactivate if Killjoy is killed or suppressed.

Enemy agents who approach it will be able to see it once they get within close enough proximity. Enemies can destroy the bot by dealing any damage to it with weapons or some damaging abilities. Enemies do not have to have sight of the bot for it to be destroyed by damage. Killjoy will be alerted if her bot is destroyed.

If an enemy agent gets too close to the bot it will activate in three phases; first it will reveal itself, then it will travel from its location towards its target, and then it will jump up and explode if it is able to reach its target without being destroyed. The detonation will apply Vulnerable to any agents in range.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.0**
* Cooldown after pickup increased 7 >>> 20 seconds

**v2.07**

* Disbabled Alarmbots will no longer chase far away targets that ran by them when they are re-enabled

**v2.05**

* Fixed Killjoy not getting charges from her Alarmbot back if it is recalled after she is resurrected

**v1.11**

* Alarmbot now deactivates if Killjoy is more than 40m away from it. Reentering the 40m range reactivates the ability.
* Range at which Alarmbot can be detected decreased from 9m >>> 7m.
* Cooldown after pickup reduced from 20 seconds >>> 7 seconds.
Recon Bolt

## Description

Fire a recon bolt that activates upon collision and reveals the location of nearby enemies caught in line of sight.

## General

### Default Key

E

— In-game description

**Recon Bolt** is a signature ability for Sova.

## Description

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.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.01**
* Fixed the projectile from looking deployed for enemies when flying through the air

**v3.0**

* Cooldown time increased 35 >>> 40

**v1.07**

* No longer reveals Killjoy's Berkas:Turret.png Turrets

**v1.03**

* Removed more locations where Recon Bolt was able to go through walls

**v1.01**

* Will now behave more consistently and only reveal the portion of enemies behind a wall
* The Area-of-Effect indicators now only show up on the enemy’s minimap if the player or their allies are close to the affected area

**v0.50**

* Reduced collision size so that Recon Bolts don’t get stuck on corners when fired near them
* Fixed multiple spots where Recon Bolt could over-penetrate map geometry
NULL-cmd

## Description

Become Overloaded and emit large energy pulses over time, suppressing enemies hit for a short duration. If KAY/O is killed during this effect, he is downed instead, allowing allies to revive him.

## General

### Function

Empowerment
Suppressant
Revive

### Default Key

X

— In-game description

**NULL/cmd** is an ultimate ability for KAY/O.

## Description

NULL/cmd is primarily an Empowerment and Suppressant ability that KAY/O can instantly activate to begin briefly winding up, after which he becomes overloaded and emits a pulse that suppresses any enemy agents within range. For the duration of the ultimate, KAY/O will continue to periodically emit more suppressing pulses from his location.

If KAY/O would be killed during NULL/cmd he is downed instead and enters a destabilized state, giving him increased HP and a countdown which will cause him to be killed if it completes. He will still continue to emit suppressing pulses in this state. Whilst downed, KAY/O can see what is happening in front of him but is unable to equip anything or move his field of view. His minimap is also obscured and his audio dampens as the countdown gets low. Allies can stabilize his core to pause the countdown and, after a few seconds of channeling, revive him. KAY/O revives with up to 100 HP, based on the percentage of HP he had remaining from his downed state when he was revived, with no shields.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.06**
* No longer stops pulsing after being downed

**v3.05**

* Waves will no longer destroy the glass on Ascent

**v3.04**

* KAY/O will no longer equip abilities that have no charges if they were equipped and used right after activating NULL/cmd

**v3.02**

* Fixed KAY/O’s textures applying themselves to weapons when he is re-stabilized during NULL/cmd

**v3.01**

* Can no longer be healed while downed
Fakeout

## Description

Deploy an echo that mimics footsteps when activated

— In-game description

**Fakeout** is a basic ability for Yoru.

## Description

Fakeout is an ability that Yoru must equip before casting. Upon activation, he deploys an echo that walks directly forward, mimicking an Agent's footsteps. The echo walks in a straight line, expiring after either a set amount of time or once it collides with vertical terrain. Yoru can use Primary and Alt Fire to control how the ability is set up. Using Primary Fire instantly deploys and activates the echo, whilst using Alt Fire places a stationary, inactive, and invisible echo that remains in place indefinitely. Yoru can activate a placed echo at any time to make it reveal itself and walk forward.

The echo is invisible to enemies beyond a large radius.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v2.03**
* Fakeout no longer has slightly different sounding footsteps than Yoru himself
* Fakeout no longer sometimes falls through the floor when the stationary version was placed

**v2.02**

* Throwing Fakeout through a teleporter no longer causes other projectiles thrown afterwards to play Agent audio instead of object audio
Seekers

## Description

Send out three Seekers to track down the three closest enemies. If a Seeker reaches its target, it nearsights them.

## General

### Function

Autonomous Deployable
Nearsight

### Default Key

X

— Quote author

**Seekers** is an ultimate ability for Skye.

## Description

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.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.06**
* Cost increased 6 >>> 7

**v3.0**

* Fixed issue causing Seekers to show up on the enemy's minimap even when the Seekers aren’t visible to them

**v2.03**

* Seekers now work if Skye is killed at a very specific moment while casting them

**v2.02**

* Fixed Seekers not being able to find enemies on the zipline platform on B-Site of Split
Sky Smoke

## Description

Launch long-lasting smoke clouds that block vision in a selected area.

— In-game description

**Sky Smoke** is a signature ability for Brimstone.

## Description

Sky Smoke is a Vision Blocker ability that Brimstone has to equip before casting. Upon doing so, a tactical display of the map he is on will appear. This display is centered on Brimstone's location and will adjust as he moves but it has a maximum radius and will not display the entire map. Once the display is set up, Brimstone can select a location to place a circular marker, showing where a smoke will land and how much of an area it will cover at most.

Once Brimstone confirms the locations of his smokes, they will begin to deploy from the sky for a short amount of time. During this time, all players will see a visual indicator of the position the smoke will land in and hear an audio cue. Upon landing, a smoke will rapidly expand. Vision within the smoke is obscured. Once it expires, the smoke will instantly dissipate.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v2.08**
* Fixed smokes from blocking flashes even when you are not fully inside them

**v2.04**

* Fixed an issue where casting Sky Smoke right after picking up an Ultimate orb would result in ability charges lost, and smokes not deployed

**v2.0**

* Cast range increased 4200 >>> 5000
* Duration increased 14.25s >>> 19.25s
* No longer makes a sound that enemies can hear when confirming the location of his smokes

**v1.04**

* Fixed one-way smokes when the player’s camera was around the top of the smoke
* Fixed smokes on Haven spawning offset of where intended
Flashpoint

## Description

Fire a blinding charge to set a fast-acting burst through a wall. The charge detonates to blind all players looking at it

## General

### Default Key

Q

— In-game description

**Flashpoint** is a basic ability for Breach.

## Description

Flashpoint is a Blind ability that Breach has to equip before casting. To cast, Breach must take aim at a wall using a custom crosshair. This crosshair will turn yellow if it is placed on a viable position to be cast in, and will turn red if it is placed on a position where the charge cannot pass through to the other side. On activation, Breach will fire a charge that travels from his location to the targeted position on the wall, then through the section of wall until it reaches the other side. Once the charge reaches the other side of the wall it will briefly windup before detonating.

Flashpoint'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)*.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.0**
* Total charges reduced 3 >>> 2
* Cost increased 200 >>> 250
* Projectile speed decreased 2500 >>> 2000

**v1.11**

* Full flash time increased from 1.75 seconds >>> 2 seconds

**v1.07**

* Off-screen flashes now match behavior of other flashes in the game and apply a minimum amount of flash more aggressively
* Charges increased from 2 >>> 3
* Reduced windup time from 0.6 seconds >>> 0.5 seconds

**v1.06**

* The audio and visuals for Flashpoint should better indicate when to turn away, and when it's safe to look again
Turret

## Description

Deploy a turret that automatically fires at enemies in a 180° cone.

— In-game description

**Turret** is a signature ability for Killjoy.

## Description

Turret is an Intel ability that Killjoy that must equip before casting. Once equipped, her crosshair will be replaced with an indicator for placing a turret. This will turn pink if it is placed on a viable position to be cast in, and will turn red for unviable positions. Upon casting, the turret will briefly deploy at the location. The turret can be recalled but will go on a short cooldown before it can be redeployed. Once deployed, the turret remains indefinitely. For it to remain active however, Killjoy must remain within a certain distance from the turret. Exceeding this distance will cause the turret to deactivate and no longer responding to any entities that enter its filed of view. Reentering the proximity range will reactivate the turret. The turret will also deactivate if Killjoy is killed or suppressed.

Whilst active, the turret scans the area in front of it in a 180° cone. If it detects an enemy agent or some abilities, it will start to windup and lock onto the enemy before firing in bursts of three shots, dealing damage that falls off with distance. Damage dealt is the same regardless of where on the body the shots hit an agent.

Enemies can destroy the turret but it has its own health amount and must take enough damage for this to be depleted for it to be destroyed.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.05**
* Bullet tagging reduced 72.5% slow >>> 29.5% slow

**v3.03**

* Fixed Turret not being affected by stuns

**v3.0**

* Cooldown after pickup increased 10 >>> 20 seconds

**v2.07**

* Placing Killjoy’s turret next to Sage’s Berkas:Barrier Orb.png Barrier Orb will no longer break it

**v2.05**

* Fixed Killjoy not getting charges from her Turret back if it is recalled after she is resurrected

**v1.14**

* Fixed an issue where Killjoy’s turret could be placed underneath the ground in some maps

**v1.11**

* Turret now deactivates if Killjoy is more than 40m away from it. Reentering the 40m range reactivates the ability.
* Cooldown after pickup reduced from 20 seconds >>> 10 seconds.

**v1.07**

* No longer revealed by Sova’s Berkas:Recon Bolt.png Recon Bolt
* More effectively shoots at an enemy’s last known location

## References

1. ↑ 1,0 1,1 1,2 Killjoy media reveal (in German)
Aftershock

## Description

Fire a fusion charge to set a slow-acting burst through the wall. The burst does heavy damage to anyone caught in its area.

## General

### Default Key

C

— In-game description

**Aftershock** is a basic ability for Breach.

## Description

Aftershock is a Deterrent ability that Breach has to equip before casting. To cast, Breach must take aim at a wall using a custom crosshair. This crosshair will turn yellow if it is placed on a viable position to be cast in, and will turn red if it is placed on a position where the charge cannot pass through to the other side. On activation, Breach will fire a charge that travels from his location to the targeted position on the wall, then through the section of wall until it reaches the other side.

Once the charge reaches the other side of the wall it will begin to windup, creating a cylindrical area of effect in front of the wall. Any player within this area will have warning VFX appear on their screen. After completing its windup the charge will detonate, firing multiple bursts in the area that deal damage to anything they hit. Aftershock has no damage falloff.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.05**
* Now deals damage to the following:
	+ Killjoy's Berkas:Alarmbot.png Alarmbot, Berkas:Nanoswarm.png Nanoswarm, and Berkas:Lockdown.png Lockdown
	+ Cypher's Berkas:Trapwire.png Trapwire
	+ Reyna's Berkas:Leer.png Leer
	+ Sage's Berkas:Barrier Orb.png Barrier Orb
	+ Sova's Berkas:Recon Bolt.png Recon Bolt
	+ KAY/O's Berkas:ZERO-point.png ZERO/point

**v3.0**

* Now explodes 3 times with each blast dealing 60 damage with no fall off
	+ Blasts are .6 seconds apart
* Explosion radius increased 260 >>> 300
* Unequip time after firing decreased 1.1 >>> .9 seconds
* Cost increased 100 >>> 200

**v1.04**

* Fixed Aftershock not properly applying damage to all characters if multiple are hit by it
Nanoswarm

## Description

Throw a grenade that goes covert. Activate to deploy a damaging swarm of nanobots.

## General

### Default Key

C

— In-game description

**Nanoswarm** is a basic ability for Killjoy.

## Description

Nanoswarm is a Deterrent ability that Killjoy must equip before casting. Upon casting, she throws a grenade forward that sticks as soon as it comes into contact with a horizontal surface. Killjoy can use Primary and Alt Fire to control the length of the throw; Primary Fire throws the grenade at long range whilst Alt Fire throws it at short range.

The grenade has no deploy time and can be activated as soon as it hits terrain; the delay between casting and activating is only affected by the time it takes for the grenade to reach its target location. If not activated immediately, the grenade will turn invisible instead and remain at its landing spot indefinitely. Enemy agents who approach deployed grenades will be able to see them once they get within close enough proximity, also being able to hear it humming. Enemies can destroy the grenade by dealing any damage to it with weapons. Enemies do not have to have sight of the grenade for it to be destroyed by damage.

Upon being activated the grenade will windup before deploying a damaging swarm of nanobots in a cylindrical area of effect that pierces through terrain. The cylinder's ends are aligned vertically and the cylinder's center is positioned at the location where the grenade was activated. This means the nanobots 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 grenade is activated near an area where the map's elevation changes and gets lower, be it a gradual slope or a steep vertical drop.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.0**
* Fixed a bug where picking up Nanoswarms during thebuy phase would prevent you from purchasing a second charge

**v2.06**

* Killjoy can now pick up deployed Nanoswarm grenades during the buy phase to get the charge back

**v1.11**

* Range at which Nanoswarm can be detected decreased from 5m >>> 3.5m
* Damage increased from 40/s >>> 45/s
* Damage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every 1/4 of a second.

**v1.07**

* Added a brief windup before damage begins.
* DPS reduced from 60 >>> 40.
* Visual effects have been added to make it easier to spot the grenade on the ground Stealth audio range has been slightly increased
Tailwind

## Description

Propel yourself in the direction you're moving in or forward if you're standing still.

## General

### Default Key

E

— In-game description

**Tailwind** is a signature ability for Jett.

## Description

Tailwind is a Mobility ability that Jett can instantly use. Upon activation, Jett will dash a fixed distance in the direction she is moving. If Jett is standing still, she will dash forwards. Tailwind can be used whilst Jett is in the air.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.08**
*The following change was a temporary bug that was unintentionally shipped. An initial statement on October 20th by Riot said that the bug was not severe enough (game-breaking/competitive integrity) to risk a patch redeploy, though by October 25th a hotfix was released.*

* Weapon equip time after casting increased
	+ *Reverted in a hotfix*

**v3.0**

* No longer breaks Cypher’s Berkas:Trapwire.png Trapwires

**v2.01**

* Can no longer trigger the defuse sound while dashing

**v1.11**

* Can no longer use on ropes or ziplines

**v1.0**

* Automatically breaks Cypher’s Berkas:Trapwire.png Trapwires after being briefly revealed

## References

1. ↑ Riot statement on v3.08 bugs
2. ↑ v3.08 hotfix
Poison Cloud

## Description

Throw an emitter that remains indefinitely and can be activated to create a toxic gas cloud at the cost of fuel.

## General

### Default Key

Q

— In-game description

**Poison Cloud** is a basic ability for Viper.

## Description

Poison Cloud is a Vision Blocker ability that Viper must equip before casting. Upon casting she throws an emitter forward that sticks as soon as it comes into contact with a horizontal surface. Killjoy can use Primary and Alt Fire to control the length of the throw; Primary Fire throws the emitter at long range whilst Alt Fire throws it at short range. The emitter remains in place indefinitely and can be retrieved by Viper if she is close enough proximity to becomes instantly available to be redeployed in a new location.

Whilst deployed, Viper can activate the ability to cause the emitter to create a smoke that rapidly expands from the emitter's location. Vision within the smoke is obscured. Whilst active, the smoke consumes fuel from Viper's fuel pool. If Viper runs out of fuel, or upon reactivation, the smoke will expire, rapidly shrinking. Viper can then reactivate to reform the smoke once more as long as she has fuel to spend, and so on. There are short cooldowns between uses whenever Viper turns the smoke on or off.

Enemy agents who come into contact with the smoke are affected by Toxin.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

Values for Toxin and Fuel are also relevant to this ability.

## Update History

**v3.07**
* Updated the visuals for the dissolving effect seen within the smoke to better match the visuals seen from the outside, in an attempt to remove any type of peeker’s advantage when playing from within the smoke

**v3.05**

* Fixed a bug where concurrent, overlapping ally and enemy Poison Clouds could cause the nearsight and decay to never remove

**v2.08**

* Fixed Poison Cloud pickup distance being 200 instead of the intended 400

**v2.06**

* Fixed unintentional delay when deactivating Poison Cloud
* Can now immediately be redeployed when picked up, but grants a temporary charge instead of a permanent charge
* If active when Viper dies, Poison Cloud now remains up for an additional 2 seconds, or until Viper runs out of fuel.
* Pickup distance increased 200 >>> 400

**v1.04**

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

**v1.02**

* Activation cooldown increased .5s >>> 6s

**v1.0**

* Fixed the ability to activate Poison Cloud mid air if it has been picked up

**v0.50**

* No longer enters cooldown when picked up during the buy phase.
Trailblazer

## Description

Send out and take control of a Tasmanian Tiger that can leap forward, exploding in a concussive blast and damaging directly hit enemies.

## General

### Function

Controlled Deployable
Stun

### Default Key

Q

— In-game description

**Trailblazer** is an ability for Skye.

## Description

Trailblazer is primarily an Intel ability that Skye must equip before casting. Upon casting she creates a Tasmanian Tiger that she takes control of. Skye's body will remain still in a channeling position whilst using the tiger, leaving her vulnerable to enemy gunfire and utility. The tiger has a limited vision radius, runs along the ground, and is controlled using movement and jump keys. Once it expires the tiger will self destruct. Skye can cancel the ability herself by recasting it whilst in control of the tiger. If Skye's body takes damage whilst she is in control of Trailblazer, the ability will be ended early.

The tiger also has the ability to leap forward, ending its duration early to explode upon completing its jump. The blast stuns anything in range, with the duration falling off from the center towards the edge. If the tiger comes into contact with an enemy agent during the jump it will bite them, dealing 30 damage.

Enemies can destroy the tiger but it has its own health amount and must take enough damage for this to be depleted for it to be destroyed.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.0**
* Vision radius increased 1750 >>> 2250
* Max concussion duration increased 3 >>> 4
* Cost increased 200 >>> 250

**v2.05**

* Fixed a rare bug that could leave players unable to move or process inputs until they died when entering or returning from Trailblazer
	+ *"We previously addressed some causes of this bug last patch, this fix should address the remaining known causes"*

**v2.03**

* Fixed a couple input bugs around possessing and unpossessing Trailblazer in the same frame which lead to locking all inputs or locking view direction
Gravity Well

## Description

Activate a Star to form a Gravity Well that pulls agents towards the center, then explodes to make agents within vulnerable.

## General

### Default Key

C

— In-game description

Gravity Well is a basic ability for Astra.

## Description

Gravity Well is a Crowd Control ability that Astra can instantly activate by targeting a Star that she has placed on the map. A Gravity Well will form on activation, pulling any agents within its radius towards the center. The pull effect can be resisted by inputting movement commands to move away from the well's center. The pull can interrupt spike defuse attempts if it pulls the defuser out of defuse range.

After a short duration, the well will then explode. Any agents still within its radius at this point will be made Vulnerable.

## Stats

**Note: Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate. Hover over check marks to see sources for confirmed values.**

## Update History

**v3.03**
* Can no longer pull people while they are attached to ascenders

**v3.0**

* Cooldown time increased 12 >>> 25

**v2.07**

* Now pulls Agents that are defusing the Spike
* If they are pulled out of defuse range, the defuse will be interrupted