Cloudburst
INSTANTLY throw a cloud. Forms into a brief smoke on any surface or after a delay. HOLD ACTIVATE to steer towards your crosshair.
Bought with credits at the start of a round, and lost when you die.

Representing her home country of South Korea, Jett's agile and evasive fighting style lets her take risks no one else can. She runs circles around every skirmish, cutting enemies up before they even know what hit them.
INSTANTLY throw a cloud. Forms into a brief smoke on any surface or after a delay. HOLD ACTIVATE to steer towards your crosshair.
Bought with credits at the start of a round, and lost when you die.
INSTANTLY propel high into the air.
Bought with credits at the start of a round, and lost when you die.
INSTANTLY prepare a dash. REACTIVATE to dash forward or in your movement direction. Resets every two kills.
The signature ability — free every round, and on some agents it recharges through play rather than being bought.
INSTANTLY access five accurate throwing knives that deal <debuffred>lethal damage</> with direct hits to the head. FIRE to shoot. On kills, refresh your knives. ALT FIRE to throw all remaining knives without a refresh.
Charged by ultimate orbs, kills, deaths and planting or defusing the spike.
HOLD JUMP while falling to <teal>glide</>.
Always active. It costs nothing and can't be bought, lost or charged.
Entry fraggers. Their kits are built to take space and win the opening duel, with self-sufficient tools to engage or escape.
Two of Jett's abilities are bought with credits each round and lost on death. Tailwind is the signature ability, so it's free every round, and Blade Storm is the ultimate — it can't be bought at all, it charges through play.
Jett also has a passive, Drift, which is always active and costs nothing.
Jett is a Duelist. Entry fraggers. Their kits are built to take space and win the opening duel, with self-sufficient tools to engage or escape.
Jett's ultimate is Blade Storm, bound to X. INSTANTLY access five accurate throwing knives that deal <debuffred>lethal damage</> with direct hits to the head. FIRE to shoot. On kills, refresh your knives. ALT FIRE to throw all remaining knives without a refresh.
Tailwind. INSTANTLY prepare a dash. REACTIVATE to dash forward or in your movement direction. Resets every two kills.
Jett has 5 abilities in total: Cloudburst, Updraft, Tailwind, Blade Storm, Drift.
Yes. Jett is one of the 5 agents that shipped with the game, alongside the rest of the original roster.
Jett 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.
There are 9 in the Duelist role: Jett, Raze, Hush, Phoenix, Iso, Neon, Yoru, Waylay, Reyna. 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.
How often professional teams actually pick Jett, measured across 1,820 tournament games played between 2026-05-22 and 2026-08-20. This is professional VALORANT, not ranked — the two behave differently, and a pick rate at this level says more about map strategy than about what wins games in a solo queue.
| Map | Pick rate | Win rate | Times picked |
|---|---|---|---|
| Ascent | 12.8% | 50% | 328 |
| Breeze | 12.4% | 48.4% | 308 |
| Pearl | 7.7% | 49.1% | 110 |
| Haven | 7.2% | 46.2% | 225 |
| Split | 5.2% | 45.4% | 141 |
| Lotus | 2.3% | 37.8% | 74 |
Pick rate is the share of the ten player slots in a game that this agent filled. Win rate hovers near 50% for almost every agent because professional matches are between evenly matched teams — a figure far from 50% usually means a small sample rather than a strong agent. Maps with too few games to be meaningful are left out entirely rather than shown with a warning.
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.
Jett is one of the 5 agents that shipped with VALORANT at launch, which is why the kit is comparatively simple — the later additions are the ones with the more conditional abilities.
During development Jett went by the internal codename Wushu, which is the name that still appears in the game files.
There are 30 playable agents in total, 9 of them in the Duelist role.
The other 8 agents who fill the Duelist role. If you like how Jett plays, these are the closest thing to a lateral move — same job on the team, different tools.
Interactions involving Jett, from either side — what their abilities do to other agents’ utility, and what other agents can do to theirs.
Jett Tailwind passes through Cypher Trapwire
Dashing does not avoid trips — the wire triggers on contact regardless of speed. The common belief that a dash beats a trip is simply false.
Chamber Trademark reveals Jett Tailwind
The trap triggers on any enemy entering its radius, and dashing through is still entering — speed does not defeat proximity triggers, the same rule as Cypher's trips.