VALDB.GG
Phoenix
Duelist

Phoenix

Hailing from the U.K., Phoenix's star power shines through in his fighting style, igniting the battlefield with flash and flare. Whether he's got backup or not, he's rushing in to fight on his own terms.

Abilities

C

Blaze

EQUIP a flame wall. FIRE to create a line of flame that moves forward, passing through the world and creating a wall of fire that blocks vision and damages players passing through it. The fire wall heals Phoenix instead of dealing damage. HOLD FIRE to bend the wall in the direction of your crosshair.

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

Q

Hot Hands

EQUIP a fireball. FIRE to throw a fireball that explodes after a set amount of time or upon hitting the ground, creating a lingering fire zone that damages enemies. The fire zone heals Phoenix instead of dealing damage. ALT FIRE to lob.

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

E

Curveball

EQUIP a flare orb that takes a curving path and detonates shortly after throwing. FIRE to curve the flare orb to the left, detonating and Blinding any player who sees the orb. ALT FIRE to curve the flare orb to the right. Curveball resets a charge every two kills.

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

X

Run it Back

INSTANTLY place a marker at Phoenix's location. While this ability is active, dying or allowing the timer to expire will end this ability and bring Phoenix back to this location with full health and the amount of armor he had when the ability was cast.

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

Passive

Heating Up

PASSIVELY Heal Phoenix instead of taking damage after standing in Phoenix's own fire

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 Phoenix’s kit is bought

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

Phoenix also has a passive, Heating Up, which is always active and costs nothing.

Phoenix FAQ

What role is Phoenix in VALORANT?

Phoenix 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 Phoenix's ultimate?

Phoenix's ultimate is Run it Back, bound to X. INSTANTLY place a marker at Phoenix's location. While this ability is active, dying or allowing the timer to expire will end this ability and bring Phoenix back to this location with full health and the amount of armor he had when the ability was cast. Like every ultimate it charges from orbs, kills, deaths and spike plants or defuses rather than being bought.

What is Phoenix's signature ability?

Curveball, bound to E. EQUIP a flare orb that takes a curving path and detonates shortly after throwing. FIRE to curve the flare orb to the left, detonating and Blinding any player who sees the orb. ALT FIRE to curve the flare orb to the right. Curveball resets a charge every two kills.

How many abilities does Phoenix have?

Phoenix has 5 abilities in total, including a passive (Heating Up) that's always active: Blaze, Hot Hands, Curveball, Run it Back, Heating Up.

Behind the scenes

Development codename
Phoenix
Role
Duelist
Abilities
5 (one passive)
Gameplay tags
Flexibility, Self-Sustain

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

Playing Phoenix

Phoenix has 4 usable abilities per round. Two are bought with credits and lost on death, which means an eco round genuinely changes what Phoenix 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