• Levels from 1 to 10
  • 10 placement matches
  • Five-stacks only face five-stacks
  • Result and stats read from the official match data
  • Placement players only face each other

Your agent

Pick up to three agents (the first is your main) or just a role. The guide filters itself for what you play.

Duelist

Initiator

Controller

Sentinel

Or only a role

Agents - 11.2

The four roles in depth

In one line: Duelist, initiator, controller and sentinel are not labels: they are different jobs in the round. The duelist creates space, the initiator brings information, the controller takes away vision, the sentinel holds and protects. Each role has things it must do and typical mistakes.

4Recommended from level 4In game: Silver, Gold Free4 min read

Four different jobs

Every agent belongs to one of four roles. The role tells you what job you do in the round, not how much you matter. A team wins when each role does its job, and often loses when two players try to do the same job while another goes uncovered.

In short:

  • the duelist creates space and goes in first;
  • the initiator brings information and sets up teammates' fights;
  • the controller takes away the enemy's vision with smokes;
  • the sentinel holds a site or a flank and slows the enemy down.

Let us go through them one by one, with what is expected on attack and on defense.

The duelist

Duelists have abilities built for fighting: moving fast, blinding on their own, healing, dealing damage. On attack their job is to go in first on a site (the entry) and create the space the team follows into. On defense they are often the player who takes aggressive fights early in the round.

What is expected of a duelist:

  • go in when the team is ready, with teammates' utility (smokes, flashes);
  • take the first fights, even when it is risky: if they die but a teammate trades, the entry worked;
  • create space, not just kills: a duelist who forces two defenders to fall back has done their job.

Many teams also have a second duelist, sometimes called the flex: they go in right after the first or play a different side. The typical mistake of the role is the opposite of an entry: the duelist who waits for others to go in so they can get easy kills.

The initiator

Initiators have abilities that gather information (drones, darts, reveals) or that set up a fight (flashes, stuns). Their job is to make teammates' jobs easier: say where the enemy is and take away their chance to react the moment the duelists go in.

What is expected of an initiator:

  • information before the entry, so the team does not go in blind;
  • utility coordinated with the duelists: the flash when they are ready, not before;
  • information on defense for the delay and the retake.

The typical mistake: using utility for themselves, entering alone after their own flash, instead of setting it up for whoever goes in. The chapter on initiators and information goes into detail.

The controller

Controllers have the smokes, and often other abilities that control space (walls, mollies, slows). Their job is to take away vision from the enemy at the spots and moments that matter: to get into a site, to delay an execute, to cover a defuse.

What is expected of a controller:

  • smokes synced with the team's entry;
  • charge management through the round: do not use everything in the first seconds;
  • delay on defense, with smokes and control utility on the entrances.

It is the role most often missing in ranked matches, and perhaps the one that weighs most on the result. The chapter on smokes explains the six questions to ask before every smoke.

The sentinel

Sentinels have abilities that watch and defend: traps, cameras, turrets, walls, heals. Their job is to hold a site or a flank, slow the enemy down and tell the team what is happening where nobody is looking.

What is expected of a sentinel:

  • on defense, hold a site alone or nearly alone, often as the anchor, buying time for rotations;
  • on attack, cover the flank with traps or alarms, so teammates can focus on the site;
  • in the post-plant, slow the retake with remaining utility.

The typical mistake: leaving the site to hunt kills elsewhere, taking away exactly the safety the sentinel was supposed to provide.

Roles and people

The role belongs to the agent, but the way you play is yours. Many agents straddle two roles: some initiators have very aggressive abilities, some controllers fight well on the front line, some sentinels are useful on attack too.

That is why it helps to think of roles as jobs to cover rather than boxes to fill. A team with two initiators and no duelist can work, if one of the initiators goes in first behind their own flashes. A team with two controllers can work, if one of them also does the sentinel's job. The chapter on compositions starts from exactly this idea.

Remember

  • Duelist: creates space and goes in first, with the team behind.
  • Initiator: brings information and makes teammates' fights winnable.
  • Controller: takes away the enemy's vision at the right moment.
  • Sentinel: holds a site or a flank and slows the enemy down.

What not to do

  • Playing duelist and being last into every execute.

    Instead Your job is to go in first, with your team's help.

  • Playing initiator and using utility only for yourself.

    Instead Your abilities are there to make teammates win their fights.

  • Playing controller and throwing smokes anywhere.

    Instead Every smoke should take away one specific angle at the right moment.

  • Playing sentinel and leaving the site to hunt kills.

    Instead Your value is holding and informing, even without kills.

Go deeper

YouTube

How we design Agents // Dev Diaries

by VALORANT (Riot Games)

Related

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