recursal/Fanatic-Fandom huggingface dataset:
Blade Storm

## Description

Equip a set of highly accurate throwing knives that can be fired individually or all at once. Killing an enemy using single fire recharges them.

## General

### Default Key

X

— In-game description

**Blade Storm** is an ultimate ability for Jett.

## Description

Blade Storm is an Empowerment ability that Jett can instantly use. Upon activation, she winds up and equips herself with throwing knives. Jett can use other abilities and weapons without deactivating Blade Storm; she can re-use the ability to reequip the knives.

Blade Storm has two firing modes, Single and Burst. Single Fire throws knives one by one, has 100% accuracy at all times (even when Jett is running or in the air), and will fully recharge her ammunition count if she kills an enemy. Burst Fire throws all of Blade Storm's remaining knives, though this can be inaccurate and will not grant a recharge even if she kills an enemy.

## 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.**

 Berkas:CustomReload.png Reequip time
 Berkas:Damage.png Damage

## Update History

**v3.07**
* Jett’s Blade Storm kunai will now recharge after killing a training dummy or defuse practice bot

**v3.06**

* Right-click/Alternate Fire kills no longer recharge Jett’s kunai
* Right-click/Alt. Fire damage differences are reverted, damage and multipliers will mirror the left-click

**v3.0**

* Ultimate points required increased 6 >>> 7

**v1.09**

* Time between consecutive Burst Fire use increased 0.33 seconds >>> 0.45 seconds
* Daggers thrown in Burst now have a damage falloff that begins at 12 meters and drops steadily (to 35 damage) at max falloff
	+ *(Max falloff can be shown to actually reach as low as 30 damage)*
* Headshot multiplier on Burst Fire reduced 3x >>> 2x

**v1.02**

* Now refreshes when used to kill Phoenix during Berkas:Run it Back.png Run It Back.
Lockdown

## Description

Deploy a Lockdown device that, after a long windup, Detains all enemies caught in its radius.

## General

### Default Key

X

— In-game description

**Lockdown** is an ultimate ability for Killjoy.

## Description

Lockdown is a Crowd Control ability that Killjoy must equip before casting. Upon casting, she deploys a Lockdown device into the ground in front of her. Killjoy can rotate her body during deployment to position and plant the device in very specific locations either at her feet or within a small distance in front of her.

Once deployed, the device creates a spherical area of effect and begins to wind up. The sphere's center is positioned at the location where the device was planted. This means the AoE appears both above and below ground. Whilst this effect won't be seen when deployed on completely solid, horizontal ground, this becomes applicable when the device is planted near an area where the map's elevation changes and gets lower, be it a gradual slope or a steep vertical drop. Enemies within the sphere will hear warning sounds. Once the windup is complete, the device will emit a pulse that detains any enemy agent within the AoE.

Enemies can destroy the device 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

**v2.05**
* Can no longer place Lockdown off the ground by jumping and placing it on cosmetic pieces of geo on the walls

**v2.03**

* Can no longer be placed inside Sage’s Berkas:Barrier Orb.png Barrier Orb in some instances
	+ If Barrier Orb is placed on top of Lockdown, the section of the wall covering the ult will now be destroyed

1. ↑ Killjoy media reveal (in German)
Orbital Strike

## Description

Launch a laser at the selected location, dealing high damage-over-time.

— In-game description

**Orbital Strike** is an ultimate ability for Brimstone.

## Description

Orbital Strike is a Deterrent 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 instantly cast the ability at the selected location.

Upon activation, the laser will begin to charge up for a brief duration. During this time, all players will see a visual indicator of the position the laser will cover and they will hear an audio cue of the laser winding up. If they are within the targeted area both during the windup and whilst the laser is active, warning VFX will also appear on their screen.

Once charged up, the laser will instantly cover the entire targeted area and begin dealing damage to anyone within it. Towards the end of its duration the laser will fade away, receding from its maximum radius towards the center but continuing to deal damage in any area that it is still covering. The laser will always deal damage to agents at the same rate, but they will take more total damage over the ability's full duration if they are at its center compared to an agent who is closer to the edge of the area as it recedes.

## 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:Nanoswarm.png Nanoswarm
	+ Cypher's Berkas:Trapwire.png Trapwire
	+ 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

**v1.04**

* Orbital Strike ultimate cost changed from 6 to 7 Ult points
Blaze

## Description

Create a line of flames that moves forward, creating a flame wall that blocks vision and damages players passing through it.

## General

### Function

Wall
Heal

### Default Key

C

— In-game description

**Blaze** is a basic ability for Phoenix.

## Description

Blaze is primarily a Vision Blocker ability that Phoenix must equip before casting. Upon casting, he will create a line of flames that moves forward along horizontal ground. The line of flames can be affected in two ways; it can be curved in a direction by holding the activation key and moving your crosshair in the direction you want the line to bend, and its length can be decreased by changing the angle you are looking in on cast. Looking straight ahead will cast the ability at max length, whilst looking directly up or down will cast the ability at minimum length.

Once the line of flames has reached its target distance or collides with vertical terrain, a wall of flame will start to rise from Phoenix's location, spreading across the length of the line until it reaches maximum distance. Agents will begin to take damage as soon as the flame wall reaches an area they are standing on. The wall will always deal damage to agents at the same rate, but agents will take more total damage over the ability's full duration if they are closer to Phoenix's cast location compared to a player who was further away on cast. Once the wall reaches its maximum length, it will continue damaging any player it touches until it expires, at which point the whole wall will rapidly fall.

If Phoenix comes into contact with the wall he will heal himself instead.

## 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

**v1.05**
* Fixed nearsight not applying properly when going through Blaze

**v1.0**

* Duration increased 6 >>> 8 seconds
* Damage changed 15 every 0.25s >>> 1 every 0.033 seconds
* Healing changed 3 every 0.25s >>> 1 every 0.16 seconds
* Closed exploit where Nvidia Inspector could be used to see through Blaze
Neural Theft

## Description

Use an enemy corpse to reveal the location of all living enemy players.

— In-game description

**Neural Theft** is an ultimate ability for Cypher.

## Description

Neural Theft is an Intel ability that Cypher can instantly use on the corpse of any dead enemy agent in his crosshairs. Upon doing so Cypher will throw his hat towards the body. Once the hat reaches the corpse it will windup before revealing the locations of all living enemies remaining on the map. The reveal takes the form of one flash of a yellow outline of the agent.

Once an enemy agent has been killed, there is a limited amount of time that Cypher can use Neural Theft on that corpse before it times out.

## 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 decreased 7 >>> 6
Leer

## Description

Cast an ethereal eye a short distance forward that Nearsights all enemies who look at it.

## General

### Default Key

C

— In-game description

**Leer** is a basic ability for Reyna.

## Description

Leer is a Blind ability that Reyna must equip before casting. Once equipped, her crosshair will be replaced with an indicator for placing an ethereal eye. The eye will be cast a fixed distance from Reyna's casting position and can travel through terrain. This distance can be reduced if cast against solid, horizontal terrain, in which case will cause the eye to deploy at ground level and not travel further through the ground.

Upon casting, the eye will travel to its location and remain there for a short duration. Any enemy agent who can see the center of the eye (i.e. its pupil) will be nearsighted and have their audio dampened so long as it remains in their field of view. They will also see warning VFX appear on their screen if they are in the eye's line of sight, even if they are not affected by the nearisght. Enemies can destroy the eye by shooting it with their weapons 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**
* Cost increased 200 >>> 250

**v1.01**

* Fixed issue where translucent particles, like smoke layers, would show through Reyna’s Nearsight.
* Area-of-Effect indicator now only shows up on the enemy’s minimap if the player or their allies are close to the affected area.
Curveball

## Description

Throw a curving flare orb that detonates to blind any player who sees it.

— In-game description

**Curveball** is a basic ability for Phoenix.

## Description

Curveball is a Blind ability that Phoenix must equip before casting. Upon casting, he will throw a flare orb that detonates after a set amount of time. Phoenix can use Primary and Alt Fire to control the direction the orb curves in; Primary Fire curves the orb to the left and Alt Fire curves the orb to the right.

Curveball'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.**

 Berkas:Debuff.png Max blind duration

## Update History

**v3.0**
* Cost increased 200 >>> 250

**v1.06**

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

**v1.0**

* Max flash duration increased 0.8 >>> 1.1 second

**v0.50**

* Cost increased 100 >>> 200 credits
Rolling Thunder

## Description

Send a cascading quake through all terrain in a large line. The quake dazes and knocks up anyone caught in it.

## General

### Function

Displacement
Stun

### Default Key

X

— In-game description

**Rolling Thunder** is an ultimate ability for Breach.

## Description

Rolling Thunder is a Crowd Control ability that Breach has to equip before casting. Upon doing so he will see an area of effect in front of him. Upon activation a quake will appear, winding up briefly before exploding, sending cascading quakes forward that knock back and stun anything that they hit.

The area of effect spawns several meters in front of Breach.

## 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**
* Area of effect changed from cone increasing to max width of 2300 >>> Line with width of 2300

**v1.11**

* Rolling Thunder spawns 8m away from Breach

**v1.07**

* Detonation delay between blasts decreased from 0.3 >>> 0.255
Tour De Force

## Description

Summon a custom sniper rifle that kills enemies with any direct hit and creates a lingering slow field around each victim.

## General

### Function

Weapon Equip
Slow

### Default Key

X

— In-game description

**Tour De Force** is an ultimate ability for Chamber.

## Description

Tour De Force is an Empowerment ability that Chamber has to equip before using Upon casting, he will summon a sniper rifle. Chamber can unequip and reequip this rifle with a shorter equip time for the rest of the round.

If Chamber kills an enemy with Tour De Force, a a temporary slowing field will be created on the ground under the victim's position. If the target is high enough above ground when they are killed, it is possible for the slow field to not be created at all.

## 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

*Tour De Force has not received any updates*
Run It Back

## Description

Place a marker at your location. Dying or allowing the timer to expire will bring you back to this location with full health.

## General

### Default Key

X

— In-game description

**Run It Back** is an ultimate ability for Phoenix.

## Description

Run It Back is a Sustain ability that Phoenix can instantly use. Upon doing so he will place a marker at his current location and his body will be outlined with flames.

If Phoenix would be killed during the ability's duration, or after the duration expires, Phoenix's body instead dissipates. He is then revived at the marker's location with full HP. Shields are not replenished. When reviving, Phoenix returns in the direction he was facing when he initially cast the ability. The respawn automatically reloads all of his 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

**v2.01**
* Fixed a bug where Phoenix’s starting location would briefly be displayed on the minimap after being killed in Run it Back

**v1.05**

* Fixed a bug where Phoenix could in rare cases begin to auto-defuse the Spike if he was defusing the Spike when Run it Back ended

**v1.04**

* Fixed a bug where Phoenix could plant the Spike off the bomb site if he finished planting after Run it Back ended
	+ This was a hotfix and was only listed in the Patch 1.05 notes

**v1.0**

* Automatically reloads all weapons on respawn

**v0.49**

* Fixed a bug where Phoenix would get teleported back to an ascender (rope ladder) after respawning, in cases where Phoenix died while Run It Back was active and he was attached to an ascender
* Fixed a bug where, for a brief time after Run It Back ended, Phoenix could be damaged in the place where he fizzled
Crusader

## Quotes

**Crusader** is a scrapped Agent in *VALORANT*. Later on, it was reworked into Breach.

## Summary

Crusader is the name of an old agent concept that was later on reworked into Breach. Crusader featured a shield-type abilties including a Riot Shield, Sword (depicted from her icon), and Flash Grenade. Sound effects of a slash, shield throw, and grenade flash were datamined. It was later confirmed by a developer, Morello from Riot Games where Crusader was an early prototype of Breach.

## References

1. ↑ https://www.youtube.com/watch?v=C9BODh2KJ8M
Resurrection

## Description

Begin resurrecting a dead ally. After a brief channel, the ally will be brought back to life with full health.

## General

### Default Key

X

— In-game description

**Resurrection** is an ultimate ability for Sage.

## Description

Resurrection is a Sustain ability that Sage must equip before casting. Upon casting on the corpse of an ally agent in her crosshairs she will begin to resurrect them. The target's body will begin to rise up encased in radianite crystals, making them immune to incoming damage. The target will then burst out, falling down to ground for a brief duration before regaining control of their character, during which time they can be damaged.

## 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
Healing Orb

## Description

Target a damaged ally or yourself to activate a heal-over-time on them.

— In-game description

**Healing Orb** is a signature ability for Sage.

## Description

Healing Orb is a Sustain ability that Sage must equip before casting. Upon casting, Sage selects an ally agent who is damaged to receive a heal-over-time. Sage can use Primary and Alt Fire to choose who she targets. Primary Fire targets an ally in her crosshairs whilst Alt Fire targets herself. To target an ally, they must be in Sage's line of sight. The healing effect is briefly paused if the target takes damage.

## 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

**v1.07**
* Heal reduced from 100 over 5 seconds >>> 60 over 5 seconds
* Self heal reduced from 100 over 5 seconds >>> 60 over 10 seconds

**v1.0**

* Cooldown increased 35 >>> 45 seconds
FLASH-drive

## Description

Throw a flash grenade that explodes after a short fuse, blinding anyone in line of sight

## General

### Default Key

Q

— In-game description

**FLASH/drive** is a basic ability for KAY/O.

## Description

FLASH/drive is a Blind ability that KAY/O must equip before casting. Upon casting, he will throw a flash grenade that detonates after a set amount of time. KAY/O can use Primary and Alt Fire to control the duration and length of the throw; Primary Fire throws the grenade at long range with a longer windup, whilst Alt Fire throws the grenade at short range with a shorter windup.

FLASH/point'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

**v3.06**
* Duration of windup telegraph reduced 0.5s >>> 0.3s
* Duration of windup telegraph reduced on Right Click 1s >>> 0.3s
* The audio attached to the in-flight projectile has been removed
Joules

## Summary

**Joules** is the name of an agent scrapped in early development, similarly to Shatter and Crusader.  Three of her abilities had supposedly served as the prototype for other agent's abilities. Her Lockdown served as the prototype for Killjoy's Lockdown, her Drone Dart served as the prototype for Sova's Owl Drone, and her Blink served as the prototype for Jett's Tailwind. Additionally, she seemed to have prototype abilities called "Seaker Bolt" and "Shock Grenade". These made have served as the prototypes for an unreleased Seeker ability Killjoy was planned to have, but was ultimately scrapped, and Sova's Shock Bolt.
David Kushner

## Background Information

**David Alan Kushner II** is an American singer-songwriter. Raised in the suburbs of Chicago, Illinois, he moved to Los Angeles, California, and began releasing music. Kushner's song "Miserable Man" (2022) went viral on TikTok and peaked at number 11 on the charts in Norway and number 19 in Ireland, additionally reaching the top 40 in Australia, New Zealand, and the United Kingdom. Along with the single "Mr. Forgettable", it appeared on his debut extended play *Footprints I Found* (2022). Kushner received 556 million streams within a year of releasing music. His song "Daylight" was released on April 14, 2023. Kushner has served as the opening act for one of Lauv's tours.
Owl Drone

## Description

Deploy and take control of an owl drone that shoots marking darts that reveal the location of any player struck.

## General

### Default Key

C

— In-game description

**Owl Drone** is a basic ability for Sova.

## Description

Owl Drone is an Intel ability that Sova must equip before casting. Upon casting he deploys an owl drone that he takes control of. Sova's body will remain still in a channeling position whilst using the drone, leaving him vulnerable to enemy gunfire and utility. The drone can fly through the air, is controlled using movement keys, and will self destruct once it expires. If Sova's body takes damage whilst he is in control of Owl Drone, the ability will be ended early.

Whilst using Owl Drone, Sova can aim at enemy agents and fire to shoot marking darts at them. If a dart hits an enemy it will periodically revealing their location with red-yellow outlines over several seconds. These outlines each last for a very brief duration but will follow and show every action the victim is making during this time.

Enemies can destroy the drone 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**
* Cost increased 300 >>> 400

**v2.05**

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

**v2.03**

* Fixed issue where Owl Drone could clip through specific map geo and view the other side
* Fixed a couple input bugs around possessing and unpossessing Owl Drone in the same frame which lead to locking all inputs or locking view direction

**v1.09**

* Fixed issue where Sova’s hitbox was incorrect while using Owl Drone

**v1.05**

* Fixed issue causing Owl Drone to rotate slower

**v1.04**

* Fixed jittering when reaching the max flight height

**v0.50**

* Now includes a layer of sound for engine rotors.
	+ Audio should better reflect thematics, while maintaining how noticeable the previous version of Owl Drone audio was for allies and enemies, as heard in 3rd-person
* Sova will no longer float in the air if the Sage Berkas:Barrier Orb.png Barrier Orb wall he is standing on is destroyed while using Owl Drone
* No longer rapid-fires darts if the prior one hits an enemy
Regrowth

## Description

Channel a healing trinket, healing allies in range and line of sight

— In-game description

**Regrowth** is a basic ability for Skye.

## Description

Regrowth is a Sustain ability that Skye must equip before casting. Upon casting, she emits a healing aura that heals ally agents in range. The ally must be in Skye's line of sight to be healed and any terrain that gets between Skye and the ally will prevent them from receiving the heal. Skye will not be healed by Regrowth.

Regrowth has a healing pool that is drained whilst the ability is used. The pool will not drain if the ability is not currently healing any allies. Skye can unequip then reuse Regrowth later on if there is still health remaining in the pool.

## 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

*Regrowth has never received any updates*
Viper's Pit

## Description

Spray a chemical cloud in all directions, creating a large cloud that reduces the vision range of players and maximum health of enemies inside of it.

## General

### Default Key

X

— In-game description

**Viper's Pit** is an ultimate ability for Viper.

## Description

Viper's Pit is a Vision Blocker ability that Viper must equip before casting. Upon doing so a circular indicator will appear in front of her. This crosshair will turn green if it is placed over a viable position to be cast in, and will turn red for unviable positions. Upon casting, Viper will create a large chemical cloud. This cloud will originate and spread out from her location but once fully formed will have its center at the location that the indicator was in on activation.

Once formed, the cloud will remain indefinitely so long as Viper remains inside. If she exits the cloud it will begin to lose integrity, putting it on a timer that will disappear if she reenters the cloud in time, restoring it to full integrity. If Viper does not reenter the cloud before this timer expires, the cloud will expire, causing it to fall down and disappear. Viper herself can cause the ability to end by recasting and holding the ability key.

Vision within the cloud is obscured. Enemy agents who come into contact with the wall will be affected by Toxin. Enemies within the cloud will be outlined in red once they enter vision range, have their minimap obscured, and do not provide minimap detection to their allies.

## 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 are also relevant to this ability.

## Update History

**v3.03**
* Fixed a bug where Viper’s Pit started forming at the cursor placement point instead of around Viper

**v3.01**

* On cast, the chemical cloud now expands from the location of the indicator instead of from Viper's position
	+ *This change was a bug that was accidentally shipped*

**v1.09**

* Move speed doubled while casting
* Viper now fast equips her weapon after casting
	+ Re-equip times vary per gun—but on average will reduce her weapon down time by .4 seconds

**v1.07**

* The area of Viper’s Pit is now shown on her team’s minimap when deployed.

**v1.04**

* Max time outside of her ult before it collapses increased 5 >>> 15 seconds
* Viper can hold the ability key to drop her ult early
* Enemies in Viper’s Pit have their minimap obscured and do not provide minimap detection to their allies
* Increased the brightness of the red enemy glow at the edge of Viper's near-sight

**v0.49**

* Fixed Viper being able to animation-cancel Viper’s Pit
Episode 01: IGNITION: Act 3

**Episode 01: IGNITION: Act 3** was the third Act in *VALORANT*.

## Game Additions

* Icebox
* Skye
* Snowball Fight (Temporary)

## Trivia

* The 'Secret Lineage' Card from this act's Battle Pass was a teaser for Yoru
* The 'Mic Drop' Spray from this act's Battle Pass was a reference to the K/DA All Out: Comeback event from the League of Legends IP that was happening when Act 3 went live. The microphone shown is used by Seraphine in her K/DA All Out Superstar skin

## Video gallery

Enter the Icebox -- Map Reveal - VALORANTSkye Agent Reveal trailer - VALORANTAct III Battlepass Trailer - VALORANT
Shrouded Step

## Description

Channel then teleport to a marked location.

— In-game description

**Shrouded Step** is a basic ability for Omen.

## Description

Shrouded Step is a Mobility ability that Omen must equip before casting. Once equipped, his crosshair will be replaced with an indicator that shows a target destination to teleport to. Upon casting, Omen will channel for a short duration, giving off an audio cue at his current location that can be heard by all players. Once this channel completes, he instantly teleports to his target location. The teleport does not give off any audio cues during his arrival.

## 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**
* Cost increased 100 >>> 150

**v2.04**

* Fixed issues where teleporting into narrow areas created by Sage's Berkas:Barrier Orb.png wall pushed Omen into a wall

**v2.02**

* Fixed issue with targeting that caused Shrouded Step to get stuck on corners at a much greater distance

**v2.01**

* Fixed issue where Omen’s reforming VFX didn’t line up with where he actually appeared
* Fixed Omen being able to trigger the defuse sound while teleporting

* Fixed an issue where Omen could sometimes teleport past the buy phase barriers

**v1.14**

* Fixed an issue where Omen could teleport past the Buy phase barrier

**v1.0**

* Can now see teleport location on the map and receives an in-world indicator of target location when vision of the point is obstructed
Nebula / Dissipate

## Description

Activate a Star to create a smoke.

— In-game description

**Nebula/Dissipate** is a basic ability for Astra.

## Description

Nebula/Dissipate is a Vision Blocker ability that Astra can instantly activate by targeting a Star that she has placed on the map. As the shared name suggests, she can use Nebula/Dissipate in two different ways.

Nebula is the primary use of the ability using, by default, the E key that many other abilities use. Using Nebula on a Star will create a long-lasting smoke at its location.

Dissipate is the secondary use that uses, by default, the F key that is usually used to operate other items such as door switches or capturing orbs. Using Dissipate on a Star will create a short-lasting smoke at its location. The Star used to activate Dissipate will also be recalled and can be redeployed using Astral Form after a delay.

Vision within both smokes is clear. Once they expires, the smokes will rapidly shrink.

## 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**
* Dissipate can no longer be activated while Astra is attached to ascenders

**v2.09**

* Fixed issue where Nebula was slightly offset once fully formed

**v2.08**

* No longer blocks flashes even when you are not fully inside the smoke
Trapwire

## Description

Place a covert trapwire between two walls. Enemies who cross it will be tethered and revealed, then dazed after a short period if they do not destroy the device in time.

## General

### Function

Autonomous Deployable
Stun

### Default Key

C

— In-game description

**Trapwire** is a basic ability for Cypher.

## Description

Trapwire is primarily an Intel ability that Cypher has to equip before casting. Once equipped, his crosshair will be replaced with an indicator for placing a trapwire. This will turn blue if it is placed on a viable position to be cast in, and will turn red for unviable positions. A viable position must have two pieces of terrain opposite each other (this can be wall-to-wall or floor-to-roof). The distance between these locations cannot exceed a maximum distance and Cypher must be within a certain distance of the target location to cast the ability. Upon casting, the wire will travel to the location and briefly deploy, creating a trap that spans the distance between the two points, then turns invisible. The wire can be recalled.

Once deployed, the wire remains indefinitely. Enemies who approach it can detect its presence just before they get close enough to trigger it. It will appear red and the enemy will hear it humming. Enemies can destroy the wire by dealing any damage to it with weapons or some damaging abilities. Enemies do not have to have sight of the wire for it to be destroyed by damage. Cypher will be alerted if any of his wires are destroyed.

If the wire is triggered instead by enemies or some utility getting into closer proximity it reveals itself and starts to wind up, tethering the victim and permanently revealing them to Cypher's team for the duration. Whilst tethered, the victim is unable to move too far from the wire's location and they will be pulled back if they attempt to do so. The enemy team can destroy the wire to end these effects.

If the triggered wire is not destroyed when it completes its windup it will activate, dealing a small amount of damage to the entity that triggered it and stunning them.

If Cypher is killed during the round, any placed wires will deactivate and reveal their positions.

## 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 a Trapwire during the Buy phase would prevent you from purchasing a second charge

**v1.11**

* Is now disabled and revealed upon death

**v1.03**

* Fixed a bug where traps that were placed such that they were on the inside of a doorway, would not trigger when someone walked through them

**v1.02**

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

**v0.50**

* Can no longer pick up the trap after an enemy has triggered it
Paint Shells

## Description

Throw a cluster grenade which deals damage and creates sub-munitions, each doing damage to anyone in their range.

## General

### Default Key

E

— In-game description

**Paint Shells** is a signature ability for Raze.

## Description

Paint Shells is a Deterrent ability that Raze must equip before casting. Upon casting she will throw a cluster grenade that explodes after a set amount of time. Raze 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.

Upon detonation, the grenade will deal damage that falls off from the center towards the edge to anything in range. It will then release 4 more grenades that will detonate once they have fallen to ground after a brief delay, each dealing the same damage as the original grenade.

## 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

**v0.47+**
* Tuned and adjusted audio for Paint Shells so that it will be easier to hear in hectic scenarios
* Reduced number of charges 2 >>> 1
* Now has a kill reset, requiring players to get 2 kills to refresh cooldown
* Fixed an edge case where the secondary cluster would explode quicker than intended. They now have a minimum duration before exploding
Dark Cover

## Description

Enter a phased world to place then throw shadow orbs at a marked location, creating a long-lasting shadow sphere that blocks vision.

## General

### Default Key

E

— In-game description

**Dark Cover** is a signature ability for Omen.

## Description

Dark Cover is a Vision Blocker ability that Omen must equip before casting. Upon doing so, he will enter a phased world that is a mirror counterpart of the entire map he is currently on. His perspective within this world is centered on a smoke indicator that shows a blue outline of where a smoke will deploy on activation. Omen can use his fire keys to move the marker across the map. In the phased world, Omen's perspective will follow the smoke indicator as it is moved. Omen can still move his real body using his movement keys but will not be able to see his allies nor any walls or roofs. Any enemies however that would appear is his field of view will appear in the phased world with a red outline. Omen will still be able to hear everything happening around him clearly whilst in the phased world.

Omen can use his reload key to alternate between the phased world view and the real world for a normal targeting view. Using normal targeting, Omen can still use his fire keys to move the marker but will keep his standard first-person perspective from his body's location, being able to see everything that is happening in front of him.

The smoke can be deployed at any position in range and any altitude. Once deployed, a shadow orb will travel from Omen's location to the target location. Enemies cannot see this orb whilst it is traveling. Upon reaching its destination the orb will transform into a smoke. If the center of the smoke is not directly on top of a horizontal surface, the smoke will sink vertically until this condition is met. Vision within the smoke is clear. 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

**v3.05**
* Will no longer equip weapons slower than intended after casting Dark Cover

**v3.04**

* Fixed an issue where Dark Cover could travel in unintended ways that caused it to settle slightly off from where it was aimed

**v3.0**

* Granted signature charges reduced 2 >>> 1
	+ Omen now must buy his second smoke for 100
* Cooldown time increased 35 >>> 40

**v2.0**

* Projectile speed decreased 4000 >>> 2800

**v1.0**

* Omen now enters a “phaser” world where he can see through walls to place his smokes
	+ Pressing RELOAD toggles between phased and normal targeting
	+ Omen can now increase smoke distance with PRIMARY FIRE, decrease it with SECONDARY FIRE, and throw smoke with the ABILITY KEY

**v0.50**

* Duration increased 12 >> 15 seconds
* Projectile speed increased
* Cooldown increased 30 >> 35 seconds
Stim Beacon

## Description

Toss a stim beacon that creates a field granting allies RapidFire.

— In-game description

**Stim Beacon** is a basic ability for Brimstone.

## Description

Stim Beacon is an Empowerment ability that Brimstone instantly tosses forward on activation. Once it lands on the ground, the beacon will create a field that grants all players within it a RapidFire buff, which increases the player's fire rate. The buff remains active on the agent as long as they remain within the field or for a short amount of time after either leaving the field or after the beacon expires. The beacon cannot be destroyed and enemy agents will not gain the buff if they enter the beacon's field (enemies cannot even see the field's 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

**v2.0**
* Will now quick cast (No equip time)

**v1.09**

* Fire rate bonus increased from 10% >>> 15%

**v1.04**

* No longer Buffs enemies and no longer shows its effect radius to enemies
Gatecrash

## Description

Deploy a rift tether. Reactivate to teleport to the tether's location

— In-game description

**Gatecrash** is a signature ability for Yoru.

## Description

Gatecrash is a Mobility ability that Yoru must equip before casting. Upon casting he deploys a rift tether. Enemies can destroy the tether but it has its own health amount and must take enough damage for this to be depleted for it to be destroyed.

Yoru can use Primary and Alt Fire to control how the ability is set up. Primary Fire causes the tether to instantly travel forward a long the ground for as long as it lasts. If it hits vertical terrain at an angle to its travel direction (i.e. not perpendicular to the terrain) it will continue to move against the terrain until it can travel directly forward at full speed once more without interruption from terrain. Whilst in contact with terrain however, the tether begins to slow down and because of this may come to a complete stop before it can completely move past that section of terrain and continue on its path. The amount of friction between the tether and terrain depends on the angle of the tether's travel direction, with angles closer to being perpendicular to the terrain experiencing more friction.

Alt Fire places a stationary tether instead.

Whilst active, the tether is invisible to enemy agents beyond a short distance. They will only be able to see and hear the tether if they are in close enough proximity.

Yoru can recast the ability to teleport to the tether's location, giving off an audio cue upon arrival at this spot. This radius of this sound is larger than the standard sound radius given off by footsteps.

## 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 35 >>> 40

**v2.07**

* Yoru can no longer plant the Spike after using Gatecrash while Berkas:Dimensional Drift.png Dimensional Drift is active

**v2.06**

* Gatecrash is no longer refreshed on kills and is instead replenished every 35 seconds
* Lifetime of the Gatecrash fragment increased 20 seconds >>> 30 seconds
* The range at which the Gatecrash fragment is revealed from stealth decreased 7m >>> 4m
* Visuals for visibility range added to the moving fragment

**v2.03**

* Gatecrash now displays the range at which the tether can be seen by enemies while moving on the minimap
* The range that enemies are able to hear the audio of a Gatecrash teleport is now displayed on the minimap
* Fixed issue where teleporting to Yoru’s Gatecrash right as it expires caused him to fall through the map to his death

**v2.02**

* Fixed Yoru getting stuck in various spots on maps when using Gatecrash
Dimensional Drift

## Description

Equip a mask that lets Yoru drift into his dimension, unable to be affected or seen by enemies from the outside

## General

### Default Key

X

— In-game description

**Dimensional Drift** is an ultimate ability for Yoru.

## Description

Dimensional Drift is an ability that Yoru must equip before casting. Upon casting he enters a new dimension for several seconds, becoming intangible but reducing his vision range, having dampened audio, and being unable to equip any weapons or his other abilities. Whilst in Dimensional Drift, Yoru can still activate Gatecrash if he has already placed a tether but he cannot activate any Fakeout echos that he has placed. If Yoru gets into close enough proximity of an enemy entity, they will be able to see him.

After the duration of the ability expires, or upon reactivation, Yoru emerges back into the physical realm, giving off an audio cue upon arrival at his location.

## 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

**v2.07**
* Yoru can no longer plant the Spike after using Berkas:Gatecrash.png Gatecrash while Dimensional Drift is active

**v2.06**

* Ult Points reduced 7 >>> 6
* Yoru can now reactivate Gatecrash while in Dimensional Drift
* Time it takes to unequip out of Dimensional Drift decreased from 1.0 seconds >>> 0.6 seconds
* Fixed Yoru taking decay damage while intangible

**v2.03**

* While in Dimensional Drift, Yoru’s minimap is now visible
* Enemies within Yoru’s vision range, while in Dimensional Drift, are now revealed to ally minimaps, as well
* Dimensional Drift can no longer body block enemies
* Fixed issue where Yoru was unable to equip a weapon or ability if he cancelled out of Dimensional Drift right as its buffs activated