Players of Valorant get to experience high-octane matches in gameplay that mixes Overwatch and Counter-Strike, where teams select characters with special abilities and duke it out in maps where they prove their supremacy in both map control and gunplay. In matches where they have to either eliminate the enemy team or detonate an explosive Spike, players need to master their character’s toolkits in order to outpace and outwit enemies at every turn.

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And for players who want to dip their toes in new Valorant Agents, they may want to get a quick glimpse of how Signature Abilities define their core gameplay. Players who get comfortable with the right Signature Ability have the highest chances of mastering new Agents - and it just so happens that certain Signature Abilities outperform others in both visuals and function.

10 Tailwind (Jett)

Jett Tailwind

When it comes to Signature Abilities, none could perhaps match the iconic imagery and effects of Tailwind (Mobility). Assigned to wind queen Jett, Tailwind allows the Valorant Agent to use her air control to unleash gusts of wind from her legs, allowing her to dash in the direction she’s looking at. This became quite the iconic representation of Valorant’s visuals, as it’s not always that colorful bursts of air accommodate gunfire. Despite the relatively straightforward nature of this ability, Tailwind precisely hones in on Jett’s potential as a Duelist.

Unlike other abilities of Valorant Agents, Jett relies on the player’s game sense and playstyles to outmaneuver foes with her speed options. After all, Tailwind isn’t something she can use on the ground but also in mid-air. The pure mobility aspect of her ability allows players to accommodate any playstyle: be it dashing to a more suitable location in a duel, retreating to a corner after summoning one of her Cloudbursts (Basic), or jumping the gun on opponents in a surprise kill.

9 Toxic Screen (Viper)

Viper Toxic Screen

Foes who come into contact with Viper and her deadly toxins are in for a nasty treat, especially when poisons and damage over time remain at the core of her kit. This is especially the case with Toxic Screen (Wall), which not only creates a wall that blocks vision but also poisons anyone who comes into contact with it. At its core, the Toxic Screen can be 60 meters long and last as long as Viper has fuel. On hit, an enemy immediately loses 30 HP and another 15 HP across 1.5 seconds.

These damage numbers attached to Toxic Screen seem small at first, but the 45 HP damage can be extremely debilitating to an enemy who wants to enter a Spike Site that the wall is blocking. This ability becomes even deadlier when combined with the rest of Viper’s kit, where a Toxic Screen could lead to a zone where she can deploy poison pools (Snake Bite), a concealing toxin cloud (Poison Cloud), and even a large poison cloud (Viper’s Pit) to engulf entire Spike Sites.

8 Paint Shells (Raze)

Raze Paint Shells

Ordinance specialist Raze is one of the more trigger-happy Valorant Agents, courtesy of her arsenal that gives her access to a wide range of explosives and a mean Showstopper (Ultimate) that can one-hit opponents unfortunate enough to catch the bullet. However, another of her more annoying abilities is her Paint Shells (Deterrent), a cluster grenade that detonates into four other grenades. Although classified as a territory-securing deterrent, Paint Shells have a wide-enough radius that can get highly lethal when used in the right situation.

Raze mains love Paint Shells' provoking nature, especially when launched in corners and rat spots that are usually attractive as ambush zones. Opponents present here either have to reveal themselves to run away or resign themselves to a hefty dose of damage. Either way, Paint Shells does its job of distracting opponents enough for Raze to release her other abilities or secure a good ol’ two-hit combo with a preferred Valorant Shotgun.

7 Rendezvous (Chamber)

Chamber Rendezvous

Perhaps the one ability that proves the reputation of Chamber as a weapons specialist, Rendezvous (Mobility) is a critical component in his arsenal as an area-securing Sentinel. The ability first appears as a card that Chamber will flick to a surface, creating “points” in the map that allow him to teleport there when he gets within their 13-meter range. Deploying two at a time will enable him to create multiple exit points to escape enemy attacks or even sneak up on unsuspecting foes. Unless his Rendezvous Nodes are spotted, Chamber can theoretically tour the battlefield and get to various vantage points quickly.

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What makes this Signature Ability interesting is how it transforms any player’s Chamber playstyle into something more organic. Some Chambers may use Rendezvous for mobility, going to areas quickly and then using gunplay to outmaneuver foes. Other Chambers may even use this ability offensively, positioning themselves near sensitive locations specifically to ambush foes.

6 Stars (Astra)

Astra Stars

Of all Radiants among Valorant Agents, it’s Astra that is perhaps one of the most versatile. Thanks to her star-themed abilities, Astra can tap into an Astral Form (Passive) that enables her to manipulate the very fabric of spacetime through Stars (Setup). Unlike other Signature Abilities, Stars act similar to “hotkeys” that can be set up with various uses, allowing Astra to do multiple things at any section of the map provided there are Stars to manipulate.

These Stars tap into Astra’s nature as a Controller, as properly using this Signature Ability can help her team get an edge against opponents. Through Stars, Astra can tap into her other Basic Abilities, such as a center-pulling Gravity Well that renders foes Vulnerable, a Nova Pulse that Concusses targets, and a Nebula/Dissipate. While Astra can be difficult to learn due to her vulnerable status while placing Stars, mastering Astra can give players excellent map control as they can identify ideal locations to trigger specific abilities.

5 Devour (Reyna)

Reyna Devour

When a terrible incident traumatizes Reyna, she starts to believe that the Radiants are the future of Earth. She becomes an avenger known to use her Radiant abilities to absorb the life energy of people she kills to protect her people. In Reyna’s Valorant gameplay, she demonstrates this through the use of Soul Harvest (Passive), her ability to recognize and manipulate Soul Orbs from the life energy of people she kills. While she can use Soul Orbs to tap into two Signature Abilities, her Devour (Heal) is more practical than her Dismiss (Intangibility).

Whereas Dismiss allows Reyna to use a Soul Orb to travel as an Intangible character for a short distance, Devour allows Reyna to steal life from a dead opponent. This transforms Reyna into a self-healing juggernaut, capable of lifesteal provided she wins a firefight. Considering how Reyna’s Leer (Basic, Nearsight) impairs the opponent’s vision, the Duelist can almost always secure the advantage in a firefight when timed properly. Deadlier Reynas can pop into the battlefield and wreak havoc, Devouring when in need of health and Dismissing whenever she needs a quick reposition.

4 Turret (Killjoy)

Killjoy Turret

Engineer and inventor Killjoy is perhaps the true hallmark of a Sentinel, being able to deploy various gadgets to transform any part of the map into an entirely defensible location. Key to her arsenal is Turret (Intel), a deployable turret that latches onto any surface and scans the area in front of it within a 180-degree cone. When it spots an opponent or specific abilities, it launches a three-burst shot that deals 12-24 Damage. Turrets belonging to an allied Killjoy notify the team if it hits an enemy or gets destroyed by them, practically declaring their position.

A quick-thinking Killjoy can also turn the environment to the enemy’s disadvantage via proper Turret placement. After all, the fast-paced combat in Valorant means an AI-controlled Turret providing suppressive fire is a neat extra ally to have, especially in intense defensive engagements.

3 ZERO/point (KAY/0)

Zero Point Kayo

The robot KAY/0 was explicitly designed to be able to counter Radiants, coming specifically from a future where humanity has just won a war against them but at high costs. A core component in his robotic arsenal in Valorant gameplay is ZERO/point (Intel), coming in the form of a supercharged knife that, when hitting a particular surface, will release an energy sphere that suppresses enemy Agents in range.

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What’s perhaps interesting about ZERO/point is its multi-purpose nature. Aside from its ability to temporarily stop Agents from using their skills for eight seconds, ZERO/point also declares which enemies have been suppressed. Given the short radius of the suppression sphere, KAY/0’s team will practically know the general location of suppressed enemies. Moreover, even if enemies do manage to destroy the knife or not get detected, KAY/0’s team will know precisely where to look.

2 Recon Bolt (Sova)

Sova Recon Bolt

Perhaps among the most recognizable among Signature Abilities, Recon Bolt (Intel) from Initiator Sova is proof of his supremacy as a premier hunter and sharpshooter among the game’s many Agents. Working in tandem alongside the rest of the Agent’s Valorant kit revolving around creative projectiles, Recon Bolt allows Sova players to shoot an arrow that, when making contact with a surface, will reveal all enemies in a whopping 30-meter radius. This ability is quite a godsend for teams, as this radius is more than large enough to reveal which side opponents are likely located.

Recon Bolt is also a neat starting point to access the other components of Sova’s kit. Upon launching the Bolt, Sova could transition to his Owl Drone (Basic) to get a quick tour of the battlefield, and then Shock Bolt (Basic) to dismantle enemies with a quick jolt. Even revealing enemy positions via Recon Bolt can pave the way for multiple kills with Hunter’s Fury (Ultimate), with a 66-meter length that can practically one-shot anything it hits.

1 Healing Orb (Sage)

Sage Healing Orb

Practically considered the lifeline of any Sage in their Valorant gameplay, Healing Orb (Heal) is the quintessential healing ability in the game. Taking the form of Sage’s iconic teal energy orb, the Sentinel is able to grant healing to herself or an ally within line of sight. She can heal up to 100 HP to allies when undamaged throughout the healing over time, making a heal from Sage quite a game-changer for a losing team.

It’s the usage of the Healing Orb that usually relegates a team’s Sage into the “Pocket Sage” meme, where her sole focus is to provide healing to the team and not try to engage in combat. Despite the laughs, the meme does make sense as much of Sage’s kit is defensive in nature. Aside from healing, Sage can create wall barriers (Barrier Orb), a slowing pool (Slow Orb), and even revive a downed ally (Resurrection).

Valorant is currently available on PC.

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