Barrier Orb
EQUIP a barrier orb. FIRE places a wall that fortifies after a few seconds. ALT FIRE rotates the targeter.
Bought with credits at the start of a round, and lost when you die.

The bastion of China, Sage creates safety for herself and her team wherever she goes. Able to revive fallen friends and stave off forceful assaults, she provides a calm center to a hellish battlefield.
EQUIP a barrier orb. FIRE places a wall that fortifies after a few seconds. ALT FIRE rotates the targeter.
Bought with credits at the start of a round, and lost when you die.
EQUIP a slowing orb. FIRE to throw a slowing orb forward that detonates upon landing, creating a lingering field that Slows and reduces the dash speed of players caught inside of it.
Bought with credits at the start of a round, and lost when you die.
EQUIP a healing orb. FIRE with your crosshairs over a damaged ally to activate a Heal-Over-Time on them. ALT FIRE while Sage is damaged to activate a self Heal-Over-Time.
The signature ability — free every round, and on some agents it recharges through play rather than being bought.
EQUIP a resurrection ability. FIRE with your crosshairs placed over a dead ally to begin resurrecting them. After a brief channel, the ally will be brought back to life with full health.
Charged by ultimate orbs, kills, deaths and planting or defusing the spike.
They hold ground. Flank watch and site lockdown buy the time everyone else needs to rotate.
Two of Sage's abilities are bought with credits each round and lost on death. Healing Orb is the signature ability, so it's free every round, and Resurrection is the ultimate — it can't be bought at all, it charges through play.
Sage is a Sentinel. They hold ground. Flank watch and site lockdown buy the time everyone else needs to rotate.
Sage's ultimate is Resurrection, bound to X. EQUIP a resurrection ability. FIRE with your crosshairs placed over a dead ally to begin resurrecting them. After a brief channel, the ally will be brought back to life with full health.
Healing Orb. EQUIP a healing orb. FIRE with your crosshairs over a damaged ally to activate a Heal-Over-Time on them. ALT FIRE while Sage is damaged to activate a self Heal-Over-Time.
Sage has 4 abilities in total: Barrier Orb, Slow Orb, Healing Orb, Resurrection.
Yes. Sage is one of the 5 agents that shipped with the game, alongside the rest of the original roster.
Sage 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 7 in the Sentinel role: Sage, Deadlock, Chamber, Cypher, Killjoy, Vyse, Veto. 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 Sage, 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.
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.
Sage 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 Sage went by the internal codename Thorne, which is the name that still appears in the game files.
There are 29 playable agents in total, 7 of them in the Sentinel role.
The other 6 agents who fill the Sentinel role. If you like how Sage plays, these are the closest thing to a lateral move — same job on the team, different tools.
Interactions involving Sage, from either side — what their abilities do to other agents’ utility, and what other agents can do to theirs.
KAY/O ZERO/point cannot affect Sage Barrier Orb
Suppression stops agents casting; it does not remove what is already placed. A wall standing before the knife lands stays up and has to be shot down.
Brimstone Incendiary damages Sage Barrier Orb
Fire damages the wall over time and will break a segment if left on it. Slower than shooting it, and it works while you are elsewhere.
Sage Barrier Orb blocks Sova Recon Bolt
The wall is solid geometry, so a recon dart cannot scan through it — but it can bounce off it, which is how most players get revealed by a wall they thought was protecting them.
Breach Aftershock interrupts Sage Resurrection
Killing Sage mid-resurrection cancels it and wastes the ultimate. Aftershock through a wall is the standard way to punish a predictable revive on a body you can see.
Brimstone Orbital Strike interrupts Sage Resurrection
Same principle, larger area. The strike covers the body itself, so it punishes the revive whether or not you know exactly where Sage is standing.
Sage Barrier Orb blocks Raze Boom Bot
The bot treats the wall as geometry and cannot path through it. It will bump and turn rather than break through — walling the choke defeats the scout entirely.
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.
Breach Fault Line passes through Sage Barrier Orb
The quake travels through terrain — that is its whole identity — so a wall between you and Breach does not protect you from the daze. Walls stop bullets and bodies, not seismic utility.
Omen Paranoia passes through Sage Barrier Orb
The blind projectile passes through walls, world geometry included. It is the classic answer to a defender hiding behind a fresh wall — the wall stops the push, not the flash.
Phoenix Run It Back cannot affect Sage Resurrection
Phoenix's ultimate returns him to where it started rather than leaving a body, so there is nothing for Sage to revive. Using the ultimate removes the possibility of being resurrected.