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Duelist

Hush: abilities and tips

Hush is a Chinese telekinetic Duelist: she blinds and pulls in enemies with projectiles she steers in midair, then levitates everyone with her ultimate.

Origin
China
Release
October 27, 2026, patch 13.09
Hush

Playstyle

Hush sets up her duels with projectiles she steers. You throw Flashbulb or Displacement, reactivate them to send them toward your crosshair, then enter on an enemy who is blinded or pulled toward the center. Flow gives you fast movement: you place an anchor, and if you're in the air you hover for a moment before dashing. Suspension is steered with the crosshair, then explodes to levitate every player in the area. At launch, she has no smoke or wall to hold a zone: she lives off her entries and her precision. Steered projectiles take practice, and so does picking the right moment.

Abilities

Key CBasic

Flow

200 credits · 1 charge

You place an anchor instantly, then dash toward it after a short delay. If you're in the air when you use it, you levitate briefly in place before leaving. It's your tool to enter, fall back or change angles.

Key numbers

  • Windup: 0.75 s
  • Anchor distance: up to 17 m
  • Dash height: up to 10 m
  • Place the anchor before you enter, not during the duel: you know where you're coming back to and the enemy can't guess your route.
  • Activate it in the air to gain a moment of hovering: you keep a bit of control before heading to the anchor.
Key QBasic

Flashbulb

250 credits · 1 charge

You throw the bulb or prepare it with alternate fire, then reactivate it to send it toward your crosshair. It explodes on any surface or after a delay and flashes every player looking at it.

Key numbers

  • Flash: 1.5 s
  • Prepare it before the angle, then reactivate it to curve it around a corner: it explodes in the enemy's view rather than yours.
  • Call it out to your team, because any player looking at it is flashed, including a teammate entering in front of you.
Key ESignature

Displacement

1 free charge per round · 1 charge

Same handling as the bulb: throw, prepare, then steer toward the crosshair. On explosion, all players are pulled toward the center, and those who hit a surface or another player are concussed. It comes back every two kills.

Key numbers

  • Resets every 2 kills
  • Throw it behind a wall or a corner: the pull slams enemies into the surface and triggers the concussion.
  • Chain it with Flashbulb: an enemy who is pulled and flashed struggles to answer your peek.
Key XUltimate

Suspension

8 ultimate points

You equip Suspension instantly and send it forward, steering it with your crosshair. You detonate it by reactivating it or by firing again: every player caught in the explosion levitates for a few seconds.

Key numbers

  • Levitation: about 4 s
  • Steer it precisely before detonating it: you choose the timing, not just the zone.
  • Save it for an execute or a retake around the Spike: about 4 s of levitation hampers several players at once. Its exact effect on a plant or a defuse still needs to be confirmed.
Passive

Telekinesis

You pick up weapons and the Spike, and interact with switches from an increased range. The patch notes specify that picking up the Spike applies to the attacking side.

Key numbers

  • Range: 37 m
  • Pickup: 1.05 s
  • Cooldown: 30 s after use
  • Spike can only be picked up from a distance on attack (patch 13.09 notes)
  • Pick up a fallen teammate's weapon without exposing yourself by stepping into the angle that killed them.
  • After a pickup from a distance, count a 30 s cooldown: pick your moment, because you won't be able to do it again right away.

Strengths

  • Flashbulb and Displacement are steered toward your crosshair: you curve them around a corner and choose where they explode, which lowers the risk of flashing yourself.
  • Displacement pulls all players toward a center, so enemies end up grouped in a tight target, and those who hit a wall or a teammate are concussed.
  • Flow propels you toward an anchor placed in advance: you can enter a site fast or fall back to a chosen position.
  • Displacement comes back every two kills: a successful start to a round gives you the tool back without waiting for the next round.
  • Suspension is steered with the crosshair and levitates players caught in the explosion for about 4 s: you choose from a distance which group to hamper, for example around the Spike.

Weaknesses

  • She has no smoke, wall or damage zone to hold a zone over time: thespike.gg flags her as less comfortable at blocking an advance.
  • Flashbulb flashes anyone looking at it, including a teammate in front of you: a poorly called throw ruins their peek.
  • Projectiles steered with the crosshair and anchor placement take a lot of practice, and thespike.gg mentions a high skill ceiling.
  • Her movement is described as slower than Jett's by thespike.gg: an enemy who reads your anchor can wait for it.
  • Only one charge of Flow and Flashbulb: a missed flash or an anchor read by the enemy can't be recovered before the next round. Her meta is still to be established.

Tips

  1. Place the Flow anchor before the entry, and vary its location from round to round so you don't always give the same route to read.
  2. Call the bulb out before throwing it and prepare it out of your allies' view: any player looking at it is flashed.
  3. Combine Displacement and the bulb on the same angle: an enemy who is pulled then flashed has a harder time answering your peek.
  4. After a flash or a pull, peek with a clean counter-strafe: you have to land an accurate shot in the window where the opponent is hampered.
  5. Train flicks on a static target and fast switches between targets: Displacement groups several enemies in the same zone to hit.
  6. Count your kills: Displacement comes back every two, so a first duel won gives you a tool for the next one.

The aim to train

The Road2Radiant benchmark subcategories that matter most here.

  • Static

    Clicking on static targets

    You peek an enemy who is blinded or concussed and reacts poorly: an accurate headshot flick turns the utility into a kill.

    Drills to improve
  • Speed

    Fast target switching

    Displacement groups enemies near the same center: you chain several close targets, so the fast switch matters.

    Drills to improve
Measure these skills with the benchmark

Setups on every map

Hush placements on each map, drawn on the minimap.

Synergies

Other agents in this role

Train the aim Hush needs

Sources

Updated on October 30, 2026

Data from patch 13.09. Names, art and weapon stats: Riot Games, via valorant-api.com.