Valorant Agent Guide: Killjoy

With our Guide series we want to bring you up to date with all available agents. In today’s installment, we’re taking a look at Agent Killjoy!

In just a few months, will be one year old. A lot has happened since the release, especially when it comes to the playable agents. Killjoy was released at the beginning of Act 2 in August 2020, we’ll show you all the for her in this guide!

Killjoy belongs to the guardian class in Valorant and is therefore rather defensive. She has a lot of tricks up her sleeve that give her a quick advantage on most maps. In terms of gameplay, it’s reminiscent of Cypher, who is also good at scouting.

Valorant Killjoy Guide: Nano Swarm

Equip a nanoswarm grenade. Fire to throw the grenade. After landing, the nanoswarm cloaks itself. ACTIVATE the nanoswarm to send out a damaging swarm of nanobots.

The Nano Swarm can be activated from a distance and does heavy damage on inattentive enemies. The damage is even so great that it can flatten most enemies in a few seconds. Remember, though, that enemies can destroy the swarm or run away.

This is also the only Killjoy ability that has no recall. However, it does have two Charges.

Valorant Killjoy Ability Guide: Alarmbot

Equip a covert alert bot. Fire to set up a robot that chases enemies that come within range. When it reaches its target, the robot explodes and puts Vulnerable on the enemy. Hold Equip to recall the deployed robot.

Alarmbot starts as a hidden mine that you can place on the ground. Once an enemy is close enough, it activates itself and explodes when it reaches its target. Any enemy hit by the bot gets a debuff that causes them to receive double damage.

Alarmbot can also be recalled, then you can place it in a different location. But there is a 20-second cooldown.

Valorant Killjoy Skills Guide: Gun turret

Equip a turret. Fire to deploy a turret that shoots at enemies in a 180° range. Hold Equip to recall the deployed turret.

Turret is Killjoy’s signature ability. The turret does only light damage (11 per burst) and can be destroyed by enemies, which puts it on a 20-second cooldown. It can be destroyed by “enemies which puts it on a 45-second cooldown. Alternatively, you can recall it, placing it on a 20-second cooldown”.

So the main benefit of the turret is definitely not the damage, but rather the visual info you get when it fires at an enemy.

Valorant Killjoy Skills Guide: Lockdown

Equip the interlocking field. Fire to set up the field. After a long charge phase, all players in range are hindered. The field can be destroyed.

Killjoy’s ultimate ability is lockdown and costs 7 points. It also takes some time to power up (13.5 seconds), but it’s worth it! Once charged, it creates a field that locks enemies in for 8 seconds. The debuff disarms enemies, slows them down and prevents them from disarming the spike.

Valorant Killjoy Guide: Strategy

As already mentioned, Killjoy has more of a defensive role as a guard. So please play it that way! There’s no point in rushing into the fray and chasing kills when your team needs you more as support.

So lay out your traps, wait for opportunities to hinder enemies and secure your team’s flank with a turret. Preferably all at the same time, easy right?

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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