Crosscut
EQUIP a destructible <whitebold>Crosscut</>. FIRE to place. While in range, INTERACT to teleport to it. Can be recalled during BUY PHASE.
Bought with credits at the start of a round, and lost when you die.

Empowered by an unstoppable DNA mutation, Senegalese enforcer Veto defies the rules of engagement by nullifying his opponent's powers and technology. On Veto's battlefield, gunplay is your only guarantee.
EQUIP a destructible <whitebold>Crosscut</>. FIRE to place. While in range, INTERACT to teleport to it. Can be recalled during BUY PHASE.
Bought with credits at the start of a round, and lost when you die.
EQUIP a destructible <whitebold>Chokehold</>. FIRE to throw. <whitebold>Chokehold</> <teal>stealths</> after landing. Triggers on nearby visible enemies in range, <debuffred>deafening</>, <debuffred>decaying</>, and <debuffred>tethering</> enemies. Can be recalled during BUY PHASE.
Bought with credits at the start of a round, and lost when you die.
EQUIP a destructible <whitebold>Interceptor</>. FIRE to place. REACTIVATE to activate. While active, destroy any enemy utility that can be shot or would bounce off players in range and line of sight. Can be recalled.
The signature ability — free every round, and on some agents it recharges through play rather than being bought.
INSTANTLY gain <teal>evolution</>. <teal>Evolution</> grants <teal>combat stim</>, continuous <teal>healing</>, and <teal>immunity</> to all debuffs and damage, except weapons.
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 Veto's abilities are bought with credits each round and lost on death. Interceptor is the signature ability, so it's free every round, and Evolution is the ultimate — it can't be bought at all, it charges through play.
Veto is a Sentinel. They hold ground. Flank watch and site lockdown buy the time everyone else needs to rotate.
Veto's ultimate is Evolution, bound to X. INSTANTLY gain <teal>evolution</>. <teal>Evolution</> grants <teal>combat stim</>, continuous <teal>healing</>, and <teal>immunity</> to all debuffs and damage, except weapons.
Interceptor. EQUIP a destructible <whitebold>Interceptor</>. FIRE to place. REACTIVATE to activate. While active, destroy any enemy utility that can be shot or would bounce off players in range and line of sight. Can be recalled.
Veto has 4 abilities in total: Crosscut, Chokehold, Interceptor, Evolution.
No, Veto was added after release — only 5 of the current agents shipped with the game at launch.
Veto 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: Veto, Deadlock, Chamber, Cypher, Killjoy, Vyse, Sage. 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.
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.
Veto was added after launch. Only 5 of the current roster shipped with the game, and the agents added since tend to carry more conditional or setup-heavy abilities than the originals.
During development Veto went by the internal codename Pine, which is the name that still appears in the game files.
There are 30 playable agents in total, 7 of them in the Sentinel role.
The other 6 agents who fill the Sentinel role. If you like how Veto plays, these are the closest thing to a lateral move — same job on the team, different tools.