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Jett
Duelist

Jett

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.

Abilities

C

Cloudburst

INSTANTLY throw a projectile that expands into a brief vision-blocking cloud on impact with a surface. HOLD the ability key to curve the smoke in the direction of your crosshair.

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

Q

Updraft

INSTANTLY propel Jett high into the air.

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

E

Tailwind

ACTIVATE to prepare a gust of wind for a limited time. RE-USE the wind to propel Jett in the direction she is moving. If Jett is standing still, she propels forward. Tailwind charge resets every two kills.

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

X

Blade Storm

EQUIP a set of highly accurate throwing knives. FIRE to throw a single knife and recharge knives on a kill. ALT FIRE to throw all remaining daggers but does not recharge on a kill.

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

Passive

Drift

Holding the jump button while falling allows you to glide through the air.

Always active. It costs nothing and can't be bought, lost or charged.

What a Duelist does

Duelists are the entry fraggers. Their kits are built to take space and win opening duels, and they carry self-sufficient escape or engage tools so they can enter a site first.

Duelists are self-sufficient fraggers who their team expects, through abilities and skills, to get high frags and seek out engagements first.

How Jett’s kit is bought

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. Blade Storm is the ultimate and can’t be bought at all — it charges through play.

Jett also has a passive, Drift, which is always active and costs nothing.

Jett FAQ

What role is Jett in VALORANT?

Jett is a Duelist. Duelists are the entry fraggers. Their kits are built to take space and win opening duels, and they carry self-sufficient escape or engage tools so they can enter a site first.

What is Jett's ultimate?

Jett's ultimate is Blade Storm, bound to X. EQUIP a set of highly accurate throwing knives. FIRE to throw a single knife and recharge knives on a kill. ALT FIRE to throw all remaining daggers but does not recharge on a kill. Like every ultimate it charges from orbs, kills, deaths and spike plants or defuses rather than being bought.

What is Jett's signature ability?

Tailwind, bound to E. ACTIVATE to prepare a gust of wind for a limited time. RE-USE the wind to propel Jett in the direction she is moving. If Jett is standing still, she propels forward. Tailwind charge resets every two kills.

How many abilities does Jett have?

Jett has 5 abilities in total, including a passive (Drift) that's always active: Cloudburst, Updraft, Tailwind, Blade Storm, Drift.

Behind the scenes

Development codename
Wushu
Role
Duelist
Abilities
5 (one passive)
Gameplay tags
Evasion, Mobility

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

Playing Jett

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

The habit that separates good duelists 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 Duelists