Skip to content

Sentinel

Vyse: abilities and tips

Vyse is a Sentinel who manipulates liquid metal: slowing thorns, trapped walls, blinding roses and an ultimate that jams the enemy's primary weapons.

Release
August 28, 2024, patch 9.04
Vyse

Playstyle

Vyse is played through hidden traps. You place Razorvine and Shear where the enemy has to pass, leave the Arc Rose in ambush, then take your duel when they are slowed, separated from their teammates or blinded. She is strongest on defense, on retakes and after the plant, when enemy routes are predictable. On attack, you play patiently: you protect the flanks and block rotations. Your ultimate disarms a whole team at the moment of the execute or the retake. Vary your placements, because a trap that is known loses most of its value.

Abilities

Key CBasic

Razorvine

150 credits · 2 charges

You throw a nest of liquid metal that turns invisible when it lands. When you activate it, it spreads into a large thicket of thorns that damages and slows everyone who passes through, their dashes included. An enemy can destroy it.

Key numbers

  • Active duration: 6 s
  • Damage: 10 per 1.25 m traveled
  • Slow: 15%
  • Nest health: 20 HP
  • Hide it on the forced path into a site or on the Spike after the plant, then activate it when the enemies are right in the middle.
  • Place it where the enemy has to stop or regroup: the duel that follows is played against an opponent who is already wounded and slowed.
Key QBasic

Shear

200 credits · 1 charge

You place an invisible trap on a wall. When an enemy walks through it, an indestructible wall bursts from the ground behind them for a few seconds. It cuts them off from their teammates and leaves you an isolated duel. The trap is audible to enemies when it triggers.

Key numbers

  • Triggered wall duration: 6 s
  • Placement delay: 0.8 s
  • The wall is indestructible
  • Place it on a rotation corridor: the enemy who passes through ends up cut off from their team, and that is the moment to kill them.
  • Avoid the same placement round after round: the trigger audio alerts opponents and they quickly learn the location.
Key ESignature

Arc Rose

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

You place a stealth rose on a surface, or through it with alternate fire. You reuse it to blind every player looking at it. You can pick it up to place it elsewhere, but it becomes destructible as soon as the blind starts.

Key numbers

  • Recharge: 20 s after use or pickup, 60 s if destroyed
  • Delay before the blind: 0.5 s
  • Blind: 2 s
  • Rose health: 20 HP
  • Place it on an angle the enemy looks at as they pass, then trigger it and follow up with a shot right away.
  • Pick it up when it is useless: a pickup costs 20 s of recharge while a destruction costs 60 s.
Key XUltimate

Steel Garden

8 ultimate points

You release a torrent of metal thorns from your position. After a 4.4 s delay, all enemy primary weapons in the zone jam for 8 s. Opponents can leave the zone during the delay: the ultimate is therefore played on timing.

Key numbers

  • Delay: 4.4 s
  • Radius: 28 m
  • Primary weapons jammed: 8 s
  • Use it on the execute or the retake, when the enemies are grouped on your site and cannot back off in time.
  • Plan for a teammate to take advantage of the 8 s: the enemy only has their sidearm during that time.

Strengths

  • Razorvine and Shear each cover a different path, which lets you hold two angles with few credits.
  • Shear cuts an enemy off from their team and gives you an isolated duel, which is rare for a Sentinel.
  • Arc Rose is free and blinds several players at once, which gives an opening without spending credits.
  • Steel Garden jams the primary weapons of a whole team, which decides a retake or an execute.

Weaknesses

  • Everything has to be placed before the engagement: on a retake, your value drops if you had not already trapped the site.
  • Enemies destroy Razorvine and the Arc Rose, and the trigger of Shear can be heard, so a repeated placement gets bypassed.
  • You have little mobility and almost no escape, so you have to win the duel that follows the trap.
  • Steel Garden has a 4.4 s delay: a team that leaves the zone, or that stays hidden, can avoid it.

Tips

  1. Do not repeat your placements round after round: opponents quickly learn the sound of Shear and the location of the traps.
  2. On a full buy, take Razorvine and Shear (350 credits) with a rifle and armor.
  3. After the plant, place Razorvine on the Spike to punish the defuser.
  4. Play slightly behind your traps and let the enemy run into them rather than going to find them.
  5. Train shooting right after a slow: counter-strafe, tap or short burst on an enemy who has just slowed or stopped.

The aim to train

The Road2Radiant benchmark subcategories that matter most here.

  • Precise

    Smooth precision tracking

    Your traps slow and immobilize, so the enemy becomes a slow target that you have to follow and finish with clean tracking.

    Drills to improve
  • Strafe Click

    Clicking while strafing

    You chain trap then duel: knowing how to counter-strafe and shoot accurately the moment the enemy stops decides most of your duels.

    Drills to improve
Measure these skills with the benchmark

Synergies

Other agents in this role

Train the aim Vyse needs

Sources

Updated on October 13, 2026

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