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Mechanics and fundamentals - 4.4

Movement and noise

In one line: Running makes noise and hands the enemy information; walking is silent but slow. Move so the enemy only hears what you want them to hear.

1Recommended from level 1In game: Iron, Bronze Free4 min read

Running, walking and noise

In VALORANT you can run (normal movement) or walk by holding the walk key (Shift by default). The difference is fundamental:

  • running you are faster, but your footsteps can be heard: nearby enemies know you are there and where you are coming from;
  • walking you are slower, but silent.

Every step you run is information you give away. Every step you walk is time you spend. The right movement balances the two: run where nobody can hear you, walk when you are close to the enemy and do not want to be found.

Jumping, landing, crouching

Other movement actions have their own rules.

Jumping gets you over obstacles and onto raised spots, but your shots are very inaccurate in the air, and landing makes noise even if you were walking. A pointless jump near a site is like shouting "I'm here".

Crouching makes you slightly more accurate and smaller, but also slow. It is fine for a long close-range spray or for hiding behind low cover; used in every duel, it makes you predictable and easy to headshot.

Ladders and ropes are silent if you walk; again, watch out for noise when you reach the top.

Noise as information

Think of noise as a message you send to the enemy. Sometimes you do not want to send it (you are setting up an entry, you are on a lurk); sometimes you do.

Examples of deliberate noise:

  • running towards one site to make the defense rotate, then going the other way (part of a fake);
  • letting an isolated defender hear a footstep so they call for help and pull a teammate over;
  • on defense, running towards a spot to make the attackers think there are more defenders than there are.

In the same way, listen to the enemy: their footsteps tell you where they are, how many and whether they are running (meaning they are coming). The sound chapter covers this.

When to run and when to walk

Some practical rules:

  • start of the round: you almost always run to your positions, because the enemy is far away;
  • on attack, near a site: walk if you are setting something up and do not want them to know where you are; run when you actually go in (then speed matters more than silence);
  • on defense: walk when repositioning close to the attackers, so you do not reveal your new spot;
  • in the post-plant and in clutches: silence is often decisive.

Movement abilities

Some agents have abilities that dash, jump higher, slide or teleport. They are powerful tools, but the same rules apply as for normal movement:

  • they almost always make noise: using them near enemies reveals where you are;
  • they expose you if used without a plan: you get somewhere fast where you are alone;
  • they work best to take space or to escape a lost duel, more than to go alone into the middle of a site.

Before using one, ask: where do I land, who sees me, who follows me? The utility part covers this in detail.

Practicing movement

Movement is mostly trained through attention: for a few matches, every time you move ask yourself "can anyone hear me right now? Do I want them to?".

In a custom game with a friend, try this: one stands still, the other approaches running, then walking, then jumping, from different distances. You will learn how far footsteps carry on that map and which actions make noise. You will use that in every match.

In short

Every movement is a choice between speed and silence, and every sound is a message. Good movers are not the ones who always walk, but the ones who know at every moment what the enemy can hear, and use it to their advantage.

Remember

  • Running is heard, walking is not: choose based on what you want them to know.
  • Jumping and landing make noise and make you inaccurate.
  • Crouching makes you a bit more accurate, but slow and predictable.
  • Noise can be a weapon too: a fake sound moves the defense.

What not to do

  • Running near a site where the defense is waiting.

    Instead Walk the last few meters, unless the plan is precisely to go in fast.

  • Walking the entire round out of fear.

    Instead Run where nobody can hear you and walk only when it matters.

  • Jumping for no reason.

    Instead Jump to clear obstacles or for a specific move, not out of habit.

  • Crouching in every duel.

    Instead Use it in specific cases (close-range spray, odd angles), not all the time.

Related

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