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Sentinel

Veto: abilities and tips

Veto is a Senegalese Sentinel, the product of a genetic mutation, who neutralizes enemy utility. He traps, intercepts abilities and teleports to hold a site.

Origin
Senegal
Release
October 7, 2025, patch 11.07
Veto

Playstyle

Veto is played in response to the enemy's utility. Interceptor destroys abilities that bounce or can be shot down, Chokehold traps a path and Crosscut gives you a teleport to rotate or take a flank. Your ultimate makes you immune to debuffs and improves your weapon. You shine against teams that rely on smokes, drones and flashes to execute a site. You struggle when they force you to waste your Interceptor or to play a pure gunfight. Hide your placements and vary your rotation to stay unpredictable.

Abilities

Key CBasic

Crosscut

200 credits · 2 charges

You place a crosscut on the ground. As long as you are in range and looking at it, you can teleport to it. During the buy phase, you can pick it up to place it elsewhere. It offers a quick rotation or a fallback path on a site.

Key numbers

  • Use zone: 30 m (24 m before patch 13.00)
  • Arming: 0.75 s (1.5 s before patch 13.00)
  • Crosscut health: 20 HP
  • Place it early on a retreat or a safe flank, out of the enemy's sight, then keep it for a rotation that surprises.
  • Take advantage of the 30 m: you can place it farther from yourself than before and rotate from one site to the other without crossing mid.
Key QBasic

Chokehold

200 credits · 1 charge

You throw a sticky fragment that unfolds on the ground into a trap. It immobilizes enemies caught in it, deafens them and decays their HP. An enemy can destroy the trap before it activates, so it has to be hidden.

Key numbers

  • Hold duration: 4.5 s
  • Decay damage: 75 HP, restored over 4.5 s
  • Trap health: 20 HP
  • Place it behind a crate or in a corner of a chokepoint, where it is hard to break before it is triggered.
  • Place it on a path the enemy runs through: held for 4.5 s, they can be killed in one duel.
Key ESignature

Interceptor

1 free charge per round · 1 charge · Cooldown: 20 s

You place the Interceptor at the targeted spot, then reuse it to activate it. It destroys utility that would bounce off a player or that shots would naturally destroy. An enemy can destroy it.

Key numbers

  • Recharge: 20 s if picked up (30 s before patch 13.00)
  • Recharge: 45 s if destroyed
  • Duration: 9 s
  • Health: 20 HP
  • Hide it behind cover: an enemy who hears or sees it can shoot it before the execute.
  • Activate it right before the enemy execute, not at the start of the round, so it covers the useful duration.
Key XUltimate

Evolution

7 ultimate points

You instantly mutate into a more effective fighter: regeneration, Combat Stim and immunity to debuffs. Your weapon is quicker to equip, to fire and to reload. Standard utility effects (flash, slow, deafen) no longer affect you.

Key numbers

  • Delay: 1 s
  • Regeneration: 40 HP/s
  • Fire rate, reload, equip and recovery: +10%
  • Save it for a decisive round: post-plant or defuse, when you have to cross fire or utility.
  • Combine it with good gunfight positioning: the ultimate improves your weapon, it does not replace your aim.

Strengths

  • Interceptor destroys utility that bounces or can be shot down, which disarms entire executes that depend on drones, bolts or orbs.
  • Crosscut offers an instant rotation: you can hold one site and then move to the other when your team needs you.
  • Chokehold holds for 4.5 s and deafens: whoever holds the angle gets a very favorable duel against an immobilized target.
  • Evolution heals you continuously and removes most debuffs, so your team can force a defuse or a push despite smokes and flashes.

Weaknesses

  • Interceptor is fragile (20 HP) and makes noise once active, so an attentive team shoots it or baits it before their execute.
  • Chokehold is visible once placed: the enemy destroys it or triggers it from a distance before walking in.
  • You do not block everything: only abilities that bounce or can be shot down fall under Interceptor, the others get through.
  • A team that executes early, before your setup or your ultimate are ready, keeps the advantage.

Tips

  1. Hide the Interceptor behind cover and activate it right before the enemy execute.
  2. Vary the placement of Chokehold and Crosscut from one round to the next to stay unpredictable.
  3. Place Crosscut during the buy phase: you can pick it up and place it again without losing any credits.
  4. Use the teleport to take an unexpected angle, then train the flick to finish the duel.
  5. After a Chokehold, train precision tracking: the target barely moves and your time to kill depends on the stability of your aim.

The aim to train

The Road2Radiant benchmark subcategories that matter most here.

  • Static

    Clicking on static targets

    Enemies held by Chokehold or caught off guard by your teleport are almost stationary: a clean flick on a fixed target turns the trap into a kill.

    Drills to improve
  • Precise

    Smooth precision tracking

    With Evolution, your weapon is faster and you heal continuously: precise tracking on an enemy who barely moves directly exploits that gain.

    Drills to improve
Measure these skills with the benchmark

Synergies

Other agents in this role

Train the aim Veto needs

Sources

Updated on October 13, 2026

Data from patch 13.06. Names, art and weapon stats: Riot Games, via valorant-api.com.