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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

Entry fraggers. Their kits are built to take space and win the opening duel, with self-sufficient tools to engage or escape.

How Jett's abilities are 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, 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 FAQ

What role is Jett in VALORANT?

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.

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.

What is Jett's signature ability?

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.

How many abilities does Jett have?

Jett has 5 abilities in total: Cloudburst, Updraft, Tailwind, Blade Storm, Drift.

Was Jett in VALORANT at launch?

Yes. Jett is one of the 5 agents that shipped with the game, alongside the rest of the original roster.

Is Jett free to play?

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.

Which agents are Duelists?

There are 8 in the Duelist role: Jett, Raze, 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.

Jett in professional play

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.

6.7%
Pick rate
47.3%
Win rate
1.07
K/D
1,221
Times picked

Where Jett gets picked

MapPick rateWin rateTimes picked
Ascent12.8%50%328
Breeze12.4%48.4%308
Pearl7.7%49.1%110
Haven7.2%46.2%225
Split5.2%45.4%141
Lotus2.3%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.

What Jett'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 · Cloudburst
Bought with credits each round
Q · Updraft
Bought with credits each round
E · Tailwind
Free every round, on a cooldown
X · Blade Storm
Charged through play, never bought
Drift
Always active, no cost

Where Jett sits in the roster

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 29 playable agents in total, 8 of them in the Duelist role.

More agents in the Duelist role

The other 7 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.

How Jett’s abilities interact

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.

All ability interactions →

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