• 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

Academy

The A-Z glossary

The words used in VALORANT, explained once and linked everywhere.

A

Ace
One player kills all five enemies in the same round.
Aim punch
When you get hit, your crosshair jolts and your next shots miss.
Anchor
The defender who stays on a site and holds it until help arrives.
Anti-eco
The round played against a team that did not buy: you have the better guns, they do not.

B

Bait
Sending a teammate (or yourself) in first to draw enemy fire and punish whoever shoots.
Bind (key)
Which key triggers which action in the game: movement, abilities, weapons, commands.
Bonus round
The round after a win where the team keeps the previous round's guns and buys only what is missing.
Boost
Standing on a teammate's head to reach a high spot or see over cover.
Burst
Firing a few bullets at a time (two, three, four) instead of holding the trigger.

C

Callout
The shared name of a spot on the map, or a piece of information you give your team out loud.
Choke
A narrow passage players are forced through, one or two at a time.
Clear
Checking an angle or area to make sure nobody is there.
Clutch
Winning a round as your team's last player alive against more than one enemy.
Contest
On defense, going out to fight the attackers for an area instead of waiting on site.
Counter-strafe
Stopping instantly by tapping the key opposite to your movement, so your shot is accurate.
Crossfire
Two players watching the same spot from different angles: whoever walks in cannot face both.
Crosshair placement
Always keeping your crosshair where an enemy's head will appear, before you see them.

D

Default
On attack, spreading across the map to gather information and space before choosing a site.
Defuse
Defusing the spike: 7 seconds in total, with a checkpoint halfway.
Denial
Using utility to stop the enemy from doing one specific thing: crossing, defusing, planting.
Double peek
Two players swinging the same angle together, so the enemy cannot kill both.
Dry peek
Peeking with no utility behind it: no flash, no smoke, no information.

E

Eco
Spending little or nothing in a round so you can buy properly in the next one.
Eco round
The round your team saves in: you play with pistols and little else, while still trying to gain something.
Enemy spotted
The red marker on the minimap: an enemy a teammate (or an ability) can see right now.
Entry
The player who goes into a site first, opening space for the team.
Execute
The whole team entering a site together, with utility thrown at the same time.

F

Fake
Making the defense believe you are hitting one site, then going to the other.
Fast hit
A quick attack on a site at the start of the round, before the defense settles.
First blood
The first kill of the round, which creates the first numbers advantage.
Flank
Reaching an enemy from behind or the side, through a route they are not watching.
Flash
An ability that briefly blinds whoever looks at it, used to enter or win a duel.
Force buy
Buying the best you can with the money you have, even if it is not enough for a full buy.
Full buy
A round where the whole team buys main weapons, heavy armor and abilities.

H

Half buy
A partial buy: cheaper guns and light armor, keeping part of your money.
Heaven and hell
Two common area names: heaven is a high spot overlooking a site, hell is the spot underneath.
Hold
Waiting still with your crosshair on a passage, ready to shoot whoever appears.

I

IGL
The in-game leader: the player who makes the plans and guides the team during the round.
Info (information)
Everything you know about the enemy: where they are, how many, with what guns, what they used.
Isolate
Setting things up so you fight one enemy at a time, taking the other angles out of play.

J

Jiggle peek
Stepping out of cover and back in quickly to see who is there, without giving them time to shoot.

L

Lineup
An ability throw prepared in advance, from an exact spot, so it lands in an exact place.
Lurk
An attacker playing alone, away from the team, to catch defenders from behind or cut off rotations.

M

Map control
The areas of the map where your team can move without being seen or shot.
Mid
The middle of the map, linking the sites and letting you move between them faster.
Molly
An ability that leaves a damaging area on the ground for a limited time.

O

Off-angle
An unusual position where the enemy does not expect you, so they are not aiming there.
One-way smoke
A smoke placed so you can see the enemy's feet or body while they cannot see you.
Operator (playing with)
The game's heavy sniper: one body or head shot almost always kills, but it is expensive and unforgiving.
Overtime
Extra rounds when a match reaches 12-12: play continues until one team is two rounds ahead.

P

Peek
Stepping out of cover to look at (and shoot) an angle or area.
Pinch
Attacking a site from two directions at once, so the defenders cannot watch both.
Pistol round
The first round of each half: everyone starts with 800 credits, so only pistols, light armor and a few abilities.
Plant
Planting the spike on a site: 4 seconds, then a 45 second timer starts.
Post-plant
The part of the round after the spike is planted: the attackers must stop the defuse.
Pre-aim
Placing your crosshair where an enemy probably is before you see them, as you come out of cover.
Pre-fire
Shooting at a spot before you see the enemy, because you are almost certain they are there.
Probe
A light attacking move on a site to see how the defense reacts, without committing.

R

Re-peek
Peeking the same angle again right after the first time.
Retake
On defense, going back into a site the attackers took, together, to defuse the spike.
Rotate
Moving from one area of the map to another to help where it is needed.

S

Save
Stopping play in a lost round to keep your gun and armor for the next one.
Setup
How a player or team is arranged on a site, with positions and utility ready.
Shoulder peek
Showing just a sliver of your body (the shoulder) to make the enemy react, without really exposing yourself.
Site
One of the map areas where the attackers can plant the spike: A, B and sometimes C.
Smoke
An ability that creates a cloud blocking vision, to cover a passage or an angle.
Space
Gaining ground on the map by pushing forward, so the team has more room and more options.
Spacing
The right distance between teammates: close enough to trade, far enough not to die together.
Split
An attack on one site by two groups coming from different entrances.
Spray
Holding down the fire button and shooting many bullets in a row while controlling recoil.
Stack
Putting more players than usual on one site, leaving the others thinner.
Stall
Wasting the enemy's time with utility or positioning, without necessarily fighting.
Swing
A decisive, fast peek towards an enemy who is probably waiting, to take the fight right away.

T

Tap
Firing one shot at a time, calmly, for maximum accuracy.
Tempo
The pace of a round: how quickly a team moves, decides and executes.
Thrifty
Winning a round in which your team spent far less than the enemy.
Timeout
A break in the match to talk and change the plan: in organized matches it is a real pause, in normal games it is a quick talk during the buy phase.
Trade
Killing the enemy who just killed your teammate, right away, so the round stays even.

U

Ult economy
Keeping track of your ultimates and the enemy's, and deciding when to use them, the way you manage money.
Utility
All agent abilities: smokes, flashes, mollies, traps, recon, walls, heals.

W

Wallbang
Hitting an enemy by shooting through cover that bullets can go through.
Wide swing
Coming out of cover with a wide, fast step, so you appear where the enemy's crosshair is not.
Win condition
The thing that wins you the round if you achieve it: the minimum plan you need to pull off.

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