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Gekko
Initiator

Gekko

Gekko the Angeleno leads a tight-knit crew of calamitous creatures. His buddies bound forward, scattering enemies out of the way, with Gekko chasing them down to regroup and go again.

Abilities

C

Mosh Pit

EQUIP Mosh. FIRE to throw Mosh like a grenade. ALT FIRE to lob. Upon landing Mosh duplicates across a large area that deals a small amount of damage over time then after a short delay explodes. INTERACT to reclaim the globule and gain another Mosh charge after a short cooldown.

Bought with credits at the start of a round, and lost when you die.

Q

Wingman

EQUIP Wingman. FIRE to send Wingman forward seeking enemies. Wingman unleashes a concussive blast toward the first enemy he sees. ALT FIRE when targeting a Spike site or planted Spike to have Wingman defuse or plant the Spike. To plant, Gekko must have the Spike in his inventory. When Wingman expires he reverts into a dormant globule. INTERACT to reclaim the globule and gain another Wingman charge after a short cooldown.

Bought with credits at the start of a round, and lost when you die.

E

Dizzy

EQUIP Dizzy. FIRE to send Dizzy soaring forward through the air. Dizzy charges then unleashes plasma blasts at enemies in line of sight. Enemies hit by her plasma are Blinded. When Dizzy expires she reverts into a dormant globule. INTERACT to reclaim the globule and gain another Dizzy charge after a short cooldown.

The signature ability — free every round, and on some agents it recharges through play rather than being bought.

X

Thrash

EQUIP Thrash. FIRE to link with Thrash’s mind and steer her through enemy territory. ACTIVATE to lunge forward and explode, Detaining any players in a small radius. When Thrash expires she reverts into a dormant globule. INTERACT to reclaim the globule and gain another Thrash charge after a short cooldown. Thrash can be reclaimed once.

Charged by ultimate orbs, kills, deaths and planting or defusing the spike.

What a Initiator does

Initiators clear the way for the team to enter. They reveal, displace or blind defenders so an entry can be taken without walking blind into unknown angles.

Initiators challenge angles by setting up their team to enter contested ground and push defenders away.

How Gekko’s kit is bought

Two of Gekko’s abilities are bought with credits each round and lost on death. Dizzy is the signature ability, so it’s free every round. Thrash is the ultimate and can’t be bought at all — it charges through play.

Gekko FAQ

What role is Gekko in VALORANT?

Gekko is a Initiator. Initiators clear the way for the team to enter. They reveal, displace or blind defenders so an entry can be taken without walking blind into unknown angles.

What is Gekko's ultimate?

Gekko's ultimate is Thrash, bound to X. EQUIP Thrash. FIRE to link with Thrash’s mind and steer her through enemy territory. ACTIVATE to lunge forward and explode, Detaining any players in a small radius. When Thrash expires she reverts into a dormant globule. INTERACT to reclaim the globule and gain another Thrash charge after a short cooldown. Thrash can be reclaimed once. Like every ultimate it charges from orbs, kills, deaths and spike plants or defuses rather than being bought.

What is Gekko's signature ability?

Dizzy, bound to E. EQUIP Dizzy. FIRE to send Dizzy soaring forward through the air. Dizzy charges then unleashes plasma blasts at enemies in line of sight. Enemies hit by her plasma are Blinded. When Dizzy expires she reverts into a dormant globule. INTERACT to reclaim the globule and gain another Dizzy charge after a short cooldown.

How many abilities does Gekko have?

Gekko has 4 abilities in total: Mosh Pit, Wingman, Dizzy, Thrash.

Behind the scenes

Development codename
Aggrobot
Role
Initiator
Abilities
4

Riot builds each agent under an internal codename before the character exists — Gekko was developed as “Aggrobot”. The codenames survive in the game files long after release.

Playing Gekko

Gekko has 4 usable abilities per round. Two are bought with credits and lost on death, which means an eco round genuinely changes what Gekko can do — not just what gun you hold.

The habit that separates good initiators from bad ones is spending abilities rather than saving them. They don’t carry over between rounds, so an unused ability at the end of a round is credits you set on fire.

Set up a crosshair before you queue →

Other Initiators