Valorant Agent Guide – Jett

What makes Viper’s poison? What tricks can Omen use? And what is the most effective way to play Jett? Our Agent Guide reveals it. We give an overview of each agent skill and how to best use them. All in easy-to-digest guides, one Valorant character at a time. Today it’s the turn of a special lady: Jett.

Just before that, we had our ranking of all – an overview for a brief impression of each agent’s strengths. Now we’re many updates later, and with the game released today, it’s time for a proper : a detailed look at each of the 10 Valorant Agents, their abilities, and how and when to use them.

Guide: Jett

Runs with knives and does it well: Jett.

If you see yourself as a playmaker and mainstay of the team – if not the star – we recommend Jett. Jett is aggressive, game-changing, and especially popular in public & pick-up matches where team communication may not always be so optimal. No one in Valorant moves across maps easier, faster, and more agile than Jett. She is one of the most damage-heavy agents in Valorant and lends herself to daring solo play. All within reasonable limits, of course; Valorant is still a tactical shooter, after all. But Jett is the closest thing to the Rambo – only more stylish, slimmer, more feminine, with white hair and… oh, actually, everything is different.

Jett Guide: Upwind & Glide

Upwind gives Jett exactly what it promises: an updraft that catapults Jett upward, allowing her to reach places other agents can’t. Among all Valorant agents, Jett’s updraft is the only ability that allows such vertical movement. This gives Jett tremendous positional advantages on all Valorant maps, allowing her to move into unexpected positions and catch opponents off guard. Ideally, Upwind is combined with her Ultimate Blade Storm, where Jett summons five blades: Jett can use Upwind to propel herself into the air, and then use her passive ability Glide to stay in the air and finish off enemies from here with precise blade throws. She can also use any other while gliding, but takes longer to prepare her weapon after using updraft than she does for her knives.

If you are lucky enough to play in a team with good communication, this skill combo can be deadly: a gliding, knife-wielding Jett in the air, supported by the other agents as ground troops is a very hard push to stop.

It’s also important to note that you jump higher if you press the ability and jump at the same time, rather than one after the other. This can help you get to even more unreachable places or give you an advantage when peeking.

Jett Skills Guide: Tailwind

Tailwind is Jett’s best skill when you want to push and play aggressively. An ideal use for it is whenever you want to reposition, cross bottlenecks or long angles without peeking. Tailwind can also be used after upwind or in glide for air-dashes: For example, you can hover over someone and then suddenly be behind them during a firefight thanks to Tailwind. Another application is to use it to punch through smoke to catch your opponent off guard.

Good to know: After each use of Tailwind, there is a small delay before you can use your weapon again and the ability is automatically renewed after two kills in a round and is available again.

Jett Ability Guide: Cloudburst

The smoke from Jett seems pretty lame, unlike other smoke screens in Valorant. As a result, Cloudburst is usually used for solo moves rather than team pushes. The unique thing about Jett’s smoke is that you can use Cloudburst in places you can’t even see: Just hold down the mouse button and blue lines appear, showing you where you’ll eventually drop the smoke. It’s a bit difficult to get the hang of this and requires solid map skills. Once you get the hang of it, though, you can place smoke without putting yourself in danger. For example, you can throw smoke as bait to throw your opponent off the scent.

Jett Skills Guide: Blade Storm

Jett’s Ultimate complements her other abilities very well: Blade Storm summons five knives that are very accurate, deal high body damage, and kill on a head hit. We’ve already covered Blade Storm in the other abilities, but it’s also important to note that Jett gets one of her knives back with each kill. You can left-click to throw one knife, or right-click to throw all remaining knives at once – the effect is then similar to that of a shotgun: very deadly up close, less so from a distance.

Blade Storm is best activated with the intention of playing aggressively, but can also be used well as a decoy: Simply activate it loudly and the opponent prepares for an onslaught that may never come and is tempted to make mistakes.

Jett & Tricks

  • On the Valorant Map Haven you can use Upwind to get to the box in the middle of the B-side. From there you have a view of Middle – including Windows.
  • Another trick on the Haven Map is to use updrafts to jump onto the boxes at Haven A-Short, or to glide there from the box in the middle. From there you hold an advantageous angle with a view deep into A-Short.
  • Box jumps generally combine with cloudburst to have cover and surprise other players.
  • Jett’s Ulti, Blade Storm, can’t shoot through walls.

ValorantAgent


Agents are the playable characters in Valorant. Each agent belongs to one of four possible classes and has four abilities. In addition, almost every agent represents a country.

There are nineteen agents in total, although in the earliest versions of the game there were only eight. The rest were added gradually.

There are four different classes: Duelist, Initiator, Controller, and Sentinel.

Agents have one Signature Ability which they get free of charge each round.

The was meaning to send off the game with 12 agents, however, just 8 were accessible in the early press constructs. On March 29, 2020, a confidential occasion presented Breach. Since the Closed Beta send-off on April 7, 2020, Raze was added alongside the guide Split, bringing the Agent complete to 10. Five agents are accessible at the send-off, with two more that can be effortlessly opened by stepping up in the game. More agents can be opened by taking Contracts and assembling XP on them.

Agents have base well-being of 100; Light Shields carry the most extreme well-being to 125 and Heavy Shields to 150.

It is the goal of the designers that another specialist be delivered around once per act. New agents require 12-15 months to create, and their plan is engaged around focuses, for example, what’s absent from the game’s current playstyles, are there any imminent thematics that present large open doors, and what’s required for better game wellbeing.

Roles


Every specialist satisfies one of four jobs, characterized by their capacities and playstyle:

  • Controller agents are specialists in cutting up perilous domains to get their group in a good position.
  • Duelist agents are independent fraggers who their group anticipates, through capacities and abilities, to get high frags and search out commitment first.
  • Initiator agents challenge points by setting up their group to enter the challenging ground and push safeguards away.
  • Sentinel agents are protective specialists who can secure regions and watch flanks, both on assailant and protector adjusts.

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