Valorant wiki
The Valorant wiki to understand the game and improve
Every agent, every weapon and the core rules of the game, sourced and checked every patch. Know what to play, what to buy and which aim to train.
- Agents29 agents: abilities, costs, strengths, weaknesses and tips.








- Weapons20 weapons: price, damage by range and shots to kill.
Agent roles
Every agent belongs to a role that sets their job in the team.
Duelist
The Duelist is the role built to take space and win the first fights. Its abilities are for entering a site, surprising an angle, or escaping after a duel. It brings value when teammates help it enter, and loses it when it goes in alone without information.
- Opens the action by taking the first duel so the team can follow behind.
- Creates space on the site or in a lane, pushing forward with its own abilities.
- Stays within reach of the team after entering, to trade its kills instead of dying alone.
Initiator
The Initiator sets up the attack by gathering information and disrupting enemies. It spots, stops, or weakens entrenched opponents so its team can enter a site more easily. On defense, it's used to delay, confirm a presence, and flush out players holding an angle.
- Reveals enemy positions with its scouting abilities before the entry.
- Stuns, slows, or damages defenders so they can't hold their angle.
- Syncs its abilities with the Duelist's entry, otherwise the information arrives too late.
Controller
The Controller carves up the map with smoke screens and blocking zones. It hides dangerous angles, cuts off defenders' vision, and secures the team's advance. Its aim counts, but it's mostly the placement and timing of its abilities that decide the round.
- Places its smokes on key angles to cut vision before an entry or a plant.
- Keeps enough charges to put up a screen again at the moment of the defuse or the retake.
- Calls out what it's blocking, so the team knows where it can advance without risk.
Sentinel
The Sentinel protects a sector and holds the flanks. It sets traps, alarms, or obstacles that warn the team and slow enemies, which lets it hold a site with few players. Some Sentinels also heal or revive teammates.
- Locks down a flank or a site with traps and alarms to be warned without having to watch.
- Buys time for the team by slowing or delaying attackers.
- Moves its setups from round to round, to spots the opponent hasn't seen yet.
Game basics
Armor and shield
Base health: 100 HP
| Protection | Price | Points | Absorption |
|---|---|---|---|
| Light Armor | 400 credits | 25 | 66% |
| Regen Shield | 650 credits | 25 | 100% |
| Heavy Armor | 1,000 credits | 50 | 66% |
Regen Shield : Recharges from a pool of 50 points.
Economy
- Start of each half
- 800 credits
- Round won
- 3,000 credits
- Round lost
- 1,900, then 2,400, then 2,900 credits
- Per kill
- 200 credits
- Spike planted, per attacker
- 300 credits
- Surviving a lost round
- 1,000 credits
- Credit cap
- 9,000 credits
- Overtime
- 5,000 credits
Ready to measure your aim?
Sources
- wiki.playvalorant.com (opens in a new tab)
- wiki.playvalorant.com (2) (opens in a new tab)
- wiki.playvalorant.com (3) (opens in a new tab)
- playvalorant.com (opens in a new tab)
- playvalorant.com (2) (opens in a new tab)
- oneesports.gg (opens in a new tab)
- playvalorant.com (3) (opens in a new tab)
Updated on October 13, 2026
Data from patch 13.06. Names, art and weapon stats: Riot Games, via valorant-api.com.