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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

They clear the way in. Reveals, flashes and displacement let a team enter a site without walking blind into held angles.

How Gekko's abilities are 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, and Thrash is the ultimate — it can't be bought at all, it charges through play.

Gekko FAQ

What role is Gekko in VALORANT?

Gekko is a Initiator. They clear the way in. Reveals, flashes and displacement let a team enter a site without walking blind into held 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.

What is Gekko's signature ability?

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.

How many abilities does Gekko have?

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

Was Gekko in VALORANT at launch?

No. Gekko was added after release — only 5 of the current agents shipped with the game at launch.

Is Gekko free to play?

Gekko has to be unlocked, like every agent beyond the starting few. You do that with Kingdom Credits earned by playing, or with VALORANT Points if you would rather not wait. Unlocking is permanent and no agent is ever sold as a stronger option — the roster is balanced, not tiered by price.

Which agents are Initiators?

There are 7 in the Initiator role: Gekko, Fade, Breach, Tejo, KAY/O, Skye, Sova. Roles are the game's own grouping, not a community one, and they describe the job an agent does for the team rather than how strong they are.

What Gekko's abilities cost

Two of every agent's abilities are bought with credits at the start of a round and lost when you die. The signature is free on a cooldown, and the ultimate cannot be bought at all — it charges from kills, deaths, spike plants and orbs.

C · Mosh Pit
Bought with credits each round
Q · Wingman
Bought with credits each round
E · Dizzy
Free every round, on a cooldown
X · Thrash
Charged through play, never bought

Where Gekko sits in the roster

Gekko was added after launch. Only 5 of the current roster shipped with the game, and the agents added since tend to carry more conditional or setup-heavy abilities than the originals.

During development Gekko went by the internal codename Aggrobot, which is the name that still appears in the game files.

There are 29 playable agents in total, 7 of them in the Initiator role.

More agents in the Initiator role

The other 6 agents who fill the Initiator role. If you like how Gekko plays, these are the closest thing to a lateral move — same job on the team, different tools.

How Gekko’s abilities interact

Interactions involving Gekko, from either side — what their abilities do to other agents’ utility, and what other agents can do to theirs.

Gekko Wingman cannot affect Sage Barrier Orb

Wingman needs a walkable path to reach a site or a player. A full wall across his route stops him like any other body — he does not climb or break it.

All ability interactions →

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