How VALORANT works - 1.3
Agents and the four roles
In one line: Every agent has four abilities and belongs to a role: duelist, initiator, controller or sentinel. A team works when the roles complement each other.
What an agent is
In VALORANT you do not just pick a gun: you pick an agent, a character with four abilities of their own. Every agent can use every gun; what differs are the abilities.
The four abilities are usually organized like this:
- two abilities you buy each round in the buy phase (one or more charges);
- a "signature" ability, usually free at the start of the round or recharging on its own over time or with kills;
- an ultimate, the strongest ability, charged with ultimate points: by killing, dying, collecting orbs on the map, planting or defusing.
In a match each agent can only be picked by one player per team. That is why it pays to know more than one agent.
The four roles
Agents are split into four roles. The role tells you what kind of job the agent does for the team.
Duelist. Built to go in and take the first fights. They have abilities to move fast, blind whoever is watching, or recover after taking a risk. Their job is to create space: even if they die, with teammates right behind, they did their part.
Initiator. Sets up the entry: finds enemies and puts them under pressure before the team goes in. They have drones, arrows, sensors, flashes and stuns. A good initiator makes sure the duelist goes in knowing where the enemies are.
Controller. Controls vision: with smokes, walls and other abilities they block lines of fire. On attack they cover dangerous passages, on defense they slow down whoever is coming in. More than any other role, the controller decides whether an entry works.
Sentinel. Protects areas: traps, cameras, walls, heals. On defense they can hold a site alone (often as the anchor); on attack they watch the team's back against flanks.
Today's agents
As of patch 13.06 (checked on 4 October 2026) there are 29 agents:
| Role | Agents |
|---|---|
| Duelists (8) | Jett, Phoenix, Raze, Reyna, Yoru, Neon, Iso, Waylay |
| Initiators (7) | Breach, Skye, Sova, Fade, Gekko, KAY/O, Tejo |
| Controllers (7) | Astra, Brimstone, Clove, Harbor, Omen, Viper, Miks |
| Sentinels (7) | Chamber, Cypher, Deadlock, Killjoy, Sage, Vyse, Veto |
Every agent has its own page in the agents part, with abilities, when to pick them, how to play them on attack and defense and which maps suit them. New agents arrive from time to time: when they do, we add their page.
How the roles fit together
A team does not need exactly one agent per role "by the rules", but the roles complement each other. In games with strangers a simple composition almost always works: at least one controller, at least one initiator, a sentinel and one or two duelists.
Why does the controller matter so much? Because without smokes the attack has to cross chokes in full view of the defense. It can be done, but it costs players. In the same way, without an initiator you enter sites blind, and without a sentinel you are more exposed to flanks and it is harder to hold a site alone.
What the role does not tell you
A role is a useful label, but it does not tell the whole story. Two agents with the same role can play very differently: a controller who smokes from far away and one who must stay close to the action, a sentinel who holds a site with traps and one who holds it with a special weapon.
Above all: the role does not decide who does what at every moment. A duelist can hold a site on defense, a controller can land a decisive kill, a sentinel can go in first if that is the right call. The role says where an agent is strongest, not where they are forced to be.
Choosing your agent
At first, try agents from different roles to see what you enjoy. Then, to really improve, pick a few (one or two per role at most) and play them a lot. Knowing an agent well means knowing what to do with their abilities in every situation, not just how to throw them.
A good rule: pick what the team needs and what you can play. A controller played badly still helps more than no controller; a duelist played well is not enough if nobody covers the entrances.
In this guide, pick your agent at the top of the page and you will see content filtered for them. The agents part has a fuller discussion of how to choose.
Remember
- Every agent has two buyable abilities, one that recharges and an ultimate.
- Duelist enters, initiator sets up, controller covers, sentinel protects.
- A team with no controller struggles badly on attack.
- Pick an agent for what the team needs, then learn it well.