Luring your adversaries into a false feeling of security is a skill that takes practise, time, and a lot of patience to master.
The Valorant Sentinel are known for being silent but deadly. Sentinels are Future Earth’s guardian angels, focusing on a more defensive playstyle of laying traps and sealing down places.
But just because they stand back doesn’t mean they’re simple to play! Luring your adversaries into a false feeling of security is a skill that takes practise, time, and a lot of patience to master.
Killjoy’s charming but nasty Alarmbots are ideal for tracking down defensive opponents while assaulting, alerting teammates that something wicked is on the way. Additionally, when they explode, they apply Vulnerable, weakening the Defensive enemy and making it much simpler to kill if Jett is close.
Killjoy’s Turrets are very useful on Attack, since they can effectively lock down a Spike site and alert you and your teammates if anyone attempts to breach it. Lockdown, her Ultimate, has a similar impact. While you decide to plant at A, you can trap your foes on C-Site. The game is over by the time they get out.
On the Defense, the German Genius is an Agent who should not be trifled with. Her Turrets are a simple way to keep adversaries off the site, and well-placed Alarmbots will make sure you know when an Attacker is approaching.
Killjoy’s kit has a fault in that her Turrets and Alarmbots will deactivate if she goes 40 metres away from them after Patch 1.11, so she either has to stay close to the spot she’s closed down or her robotic arsenal will be rendered worthless and a waste of creds.
Cypher’s Trapwire is perfect for causing the Defensive side chaos when you’re on the Attack, as one false step will reveal the Defender’s location and let the Attackers know where to avoid trying to plant the Spike, and more importantly, where there’s an easy kill.
A similar situation occurs with his Signature Ability, his Spycams. These give you visual information as to where the enemy player is, letting your team collapse upon them in an instant. This is great for picking off players, or for helping decide where the Spike may best be planted.
Trapwires, like those on the Attacking side, can make penetrating any place a nightmare, and his cameras are ideal for informing allies about what the Attacking side is planning. His Cyber Cage, on the other hand, is excellent on defence. If the enemy manages to sneak in, using the cage to confuse them allows your comrades to rotate or, if you’re feeling bold, you may sneak in and execute the captive Agents yourself.
Cypher’s Neural Theft is the perfect follow-up after you’ve crushed the opponent in the Cage, letting your friends know where the remaining players are so they can collapse. Overall, Cypher is about gathering information to help your team succeed, and there’s no better place to do that than on Defense, where you can sit back, relax, and watch the chaos unfold while knowing it’s all because to the information you gave.
Sage used to be an insta-lock in every Valorant game, but her protective abilities have changed significantly over Valorant’s brief existence. Her Healing Orbs are still important, but they’re rare, and the fact that her Slow Orbs affect both teammates and adversaries makes it difficult to rush mid if one goes astray.
Her Ultimate Ability really stands out. Despite the long charge time, her Resurrection is an excellent tool for bringing a deceased buddy back to life, which can help you turn the tide when attacking. Bringing a Jett or a Raze back to life can create havoc, but it also provides you with someone to help you out if you’re in a 1 v 5 situation.
On Defense, the once-dominant Sage has been relegated to the back of the Sentinel pool. Sage’s utility stems from her ability to assist her teammates, which she can accomplish on Defense but is severely limited.
Considering her Barrier Orb, it might not appear that way. The iconic frozen wall is useful for shutting off specific routes into Spike locations, but it’s mostly there to buy time, and Attackers will often prefer to go through it rather than around it.
Chamber, the newest Sentinel to join Valorant, is easily the most offensive Sentinel yet. You don’t want to come across this Agent, especially on eco-rounds, because he can summon his own sniper rifle using his ultimate and a heavy pistol with his Q that allows him to aim down sights.
He not only has the ability to draw weapons, but he also has a trap akin to Killjoy’s alarm bot, allowing you to strike without fear of a flank. Then there’s his teleportation ability, which allows him to move between locations swiftly.
Chamber’s heavy pistol and ultimate are far more useful in defence. Because of these qualities, he can maintain a long-range angle better than any other agent in Valorant, and he spares you from having to spend all of your credits on an Operator.
His trap, like Cypher and Killjoy’s, allows him to hold numerous accesses to the site at the same time, making attackers think twice about hitting the site where he is set up. When all of his powers are combined, it’s quite difficult to stop him when he’s on a roll.