Valorant Character – Killjoy Overview
Killjoy is the latest Valorant agent to be revealed and will be the 12th matchless added to the roll .
She officially went exist at the begin of Act II which began on August 4th, 2020 .
overall, she ’ s the third Sentinel agentive role and her playstyle is reasonably similar to Cypher + Raze .
Reading: Valorant Agent Guide
This is because she has a broad range of gadgets that she can place all over the map to not only gain information, but besides set up or get kills .
This guidebook will cover how Killjoy works arsenic well as her overall strengths and weaknesses .
Our takes are primarily first impressions before her launch but come back late and we ’ ll have a more flesh out lead for you .
Killjoy’s Abilities
Nanoswarm (C – 200 credits, up to 2 charges)
A grenade that turns invisible and is remotely detonated like Cypher ’ randomness cages .
It deals a high sum of damage and can kill enemies identical promptly if they don ’ t leave its radius cursorily .
The damage is inflicted over time like a brawny mollie, it doesn ’ t provide a explode of damage upon exploding .
exchangeable to Alarmbot, Nanoswarm can be detected when an enemy is close to it and can be destroyed .
Unlike Alarmbot and Turret, it can not be recalled then be sure to place it wisely .
Nanoswarm will have an indicator of its placement on its map but will not provide an alarm if it is destroyed, it simply disappears .
Alarmbot (Q – 200 credits)
Equips and deploys an invisible bot that acts like a proximity mine, jumping to an enemy that comes within its range and explodes .
When the mine is set off or destroyed, you ’ ll see a crimson ocular alert on the map .
It doesn ’ deoxythymidine monophosphate bargain damage on its own but will grant a debuff that causes its target to temporarily receive bivalent price ( comparable to Viper ’ s “ Fragile ” mechanic ) .
This debuff lasts about four seconds so you either have to be nearby enough to peek for a kill or you can use Alarmbot to empower your Turret or Nanoswarm to get a kill from across the map .
Killjoy can use this ability exchangeable to how a Cypher uses his Trapwires, acting as a way to gain data in crucial areas like chokepoints and deter enemies from entering .
The Alarmbot can be detected if an foe gets close enough to it and can be destroyed before it is triggered .
For reference, it takes one Classic shoot to kill it while it ’ south invisible and authoritative two shots to kill it when it ’ second be active .
similar to Turret, Alarmbot can be recalled back to Killjoy from anywhere on the map to be placed again but it does have a 20-second cooldown before you can place it again .
Turret (E – free, can be placed again 20 seconds after recalling or 45 seconds after being destroyed)
Deploys a gun enclosure that fires on enemies within a 180 degree cone .
By default, her Turret will be placed outwardly but you can press E to rotate so it faces you .
You can not manually spin the Turret around like you can with Sage ’ s wall .
The Turret has 125 HP and fires after a brief, 0.75 second stay in three-shot bursts. Its price varies based on distance :
- 0-20m = 8 damage per bullet
- 20-35m = 6 damage per bullet
- 35m+ = 4 damage per bullet
Although her Turret itself doesn ’ deoxythymidine monophosphate do a devastating total of price, it decidedly deals enough to demand deference from enemies and can create chaos if you and your team are besides firing at enemies while the Turret is firing .
It will help Killjoy solo deem sites, delay pushes, set up crossfire situations, protect her team from flanks on offense, and merely be another big joyride for gathering information.
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After her Turret is destroyed, it can be placed again after a 45-second cooldown .
similar to Alarmbot, it can be recalled back to Killjoy from across the map and can be placed again after a 20-second cooldown .
It does have enough penetration to hit enemies that are lined up .
once the Turret sees an enemy, it will begin a three-burst dismissal animation – if the enemy hides behind cover, it will continue firing until the burst stops .
While firing, it will besides provide a ocular alert so use that information to your advantage .
Lockdown (7 orb points)
The source of this agent ’ south name is most likely inspired by her ultimate, which places a device that emits a bubble attic in a large radius .
After 13 seconds, it will detonate. All enemies who are hit will be sternly slowed and unable to use their grease-gun or abilities for 8 seconds .
The device can be destroyed ( 150HP ) but its effect doesn ’ triiodothyronine require line of sight so Killjoy will be able to hide it, such as under Ascent ’ s A Site Hell or behind the arches of Ascent ’ s B Site .
Its crop is massive and gives her a long ton of map dominance and zoning potential .
For example, it can cover B site, garage, B-C connection, and A-B connection all at once .
Although it ’ second amazing on department of defense, don ’ deoxythymidine monophosphate underestimate its value as an trigger tool since it can basically force your enemies to retreat and give up a locate .
Killjoy’s Strengths and Weaknesses
Strengths
- Defense
- Info gathering
- Anti-flank
- Post-plant
- Influencing multiple parts of the map
As a Sentinel, Killjoy naturally shines on defense and in post-plant scenarios since she can set up her gun enclosure and other gadgets to dominate areas of the map .
On crime, her Turret is fabulously utilitarian for protecting her team from enemy lurkers and rotators .
alike to Cypher, she spread her presence across the map .
For model, she can leave her gun enclosure in one area, locate her traps in another, and then watch another slant herself .
Unlike her peers, Sage and Cypher, she provides more kill electric potential and has a lot of tools to deny defusals .
Weaknesses
- No CC outside of ult detonation and turret slowing like any other bullet
- No entry abilities (maybe she can throw her onto a site before her team enters?)
- No smoke utility
- Gadgets can be destroyed
- Requires set up, probably won’t be able to use her abilities that well in skirmishes/firefights
Since Killjoy ’ s kit includes damage abilities, she lacks a set of utility that other agents offer .
For case, she doesn ’ t have any tools like smokes or flashbangs to control and contest vision .
Her abilities, outside of her ultimate, besides aren ’ t that great for helping her team figure onto a web site in the same way a Sage wall or Cypher cages can .
Since her abilities can all be destroyed, she may struggle against sealed agents like Raze and Sova who have tools to destroy gadgets from a condom distance .
last, since her abilities all require set up, she will struggle in duels and skirmishes since it ’ ll be unmanageable for her to use them in combat .
Probable Team Comp
In the current competitive meta, it ’ ll probably be very difficult for Killjoy to replace either Cypher or Sage in lineups since they have been so dominant allele.
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however, if we assume that all agents are balanced in power degree, an case Killjoy team comprehensive examination would look something like this :
- Killjoy
- Sentinel
- Smoker
- Entry
- Entry
Between, Sage and Cypher, Killjoy has the most overlap with Cypher so she ’ vitamin d likely to replace him to create a lineup such as :
- Killjoy
- Sage
- Omen
- Raze
- Sova