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VALORANT ability interactions

Which abilities destroy, block, reveal or pass straight through which others. 27 interactions, each one a question that has a definite answer and usually appears on no page at all — because it lives between two agents, and everything else is organised one agent at a time.

How this is sourced

There is no data feed for this. Riot’s own API publishes ability names and descriptions and nothing about how abilities interact, so every row here is curated from observable behaviour rather than read from a file. Anything genuinely uncertain or recently changed is marked as reported rather than confirmed — being wrong confidently is worse than being incomplete honestly.

Suppresses

Prevents the target agent from using abilities at all for a duration.

KAY/ONULL/cmdsuppressesChamberTour De Force

Suppression stops an agent activating abilities, so a Chamber caught in the radius cannot start his ultimate. It does not cancel one already active — timing decides which of those you get.

KAY/OZERO/pointsuppressesCypherTrapwire

The knife suppresses agents in its radius, and suppression also disables deployed utility belonging to them for the duration — trips in range stop functioning rather than being destroyed.

Destroys

Removes the target outright — it stops existing and has to be re-deployed.

RazePaint ShellsdestroysKilljoyTurret

The turret has modest health and the cluster grenade's repeated blasts comfortably exceed it. This is the standard answer to a turret holding an angle you need.

RazeBlast PackdestroysCypherTrapwire

A satchel's explosion breaks trips in range. Cheaper than walking into one, and it clears the entrance without announcing exactly where you are the way triggering the trip does.

SovaShock BoltdestroysKilljoyNanoswarm

Shock darts damage utility in their blast, and a swarm grenade's low health does not survive one that lands close. The standard remote answer to a post-plant swarm you have spotted.

KAY/OFRAG/mentdestroysCypherTrapwire

The molly's repeated damage pulses break trips caught in its area. Slower than shooting the wire, but it clears without exposing you to the angle the trip is watching.

Damages

Deals damage to a deployable, which may or may not be enough to break it.

BrimstoneIncendiarydamagesSageBarrier 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.

ViperSnake BitedamagesKilljoyAlarmbotreported

Acid damages deployables in its area. It will finish an Alarmbot, though the more common use is denying the space the bot was watching.

Blocks

Stops the target from taking effect while the blocking ability is active.

SageBarrier OrbblocksSovaRecon 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.

ViperToxic ScreenblocksSovaRecon Boltreported

Viper's smoke blocks the dart's line of sight for the same reason it blocks yours. It is one of the few smokes that reliably denies recon rather than merely obscuring it.

SageBarrier OrbblocksRazeBoom 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.

Reveals

Exposes the target's position to the team that used the revealing ability.

CypherTrapwirerevealsYoruDimensional Drift

This is the question people search most and the answer is counterintuitive: a Yoru in his ultimate is intangible and does not trigger trips. Cypher's trips catch his CLONE, which is a separate ability and does set them off.

FadeHauntrevealsOmenShrouded Stepreported

The eye reveals agents in line of sight when it lands, so an Omen who teleports into its view is marked. Teleporting is not concealment — it moves you somewhere that may be watched.

ChamberTrademarkrevealsJettTailwind

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.

NeonHigh GearrevealsCypherTrapwire

Sprinting and sliding still trigger trips on contact — the same speed-does-not-matter rule as Jett's dash. No movement ability in the game passes through a wire.

FadeProwlerrevealsOmenDark Coverreported

The prowler follows trails into smoke and nearsights whoever it reaches inside — one of the few ways to punish a player holding inside their own smoke.

Interrupts

Cancels the target mid-cast, wasting it.

BreachAftershockinterruptsSageResurrection

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.

BrimstoneOrbital StrikeinterruptsSageResurrection

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.

Passes through

Passes through without being stopped, which is often the surprising half.

SovaShock Boltpasses throughBrimstoneSky Smoke

Ordinary smokes do not stop projectiles. A shock dart flies through and damages whatever is inside, which is why post-plant lineups work into smoke.

JettTailwindpasses throughCypherTrapwire

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.

BreachFault Linepasses throughSageBarrier 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.

OmenParanoiapasses throughSageBarrier 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.

YoruGatecrashpasses throughCypherTrapwirereported

Teleport arrival does not touch the wire mid-room the way a walking body does — Yoru can appear PAST a trip line without triggering it if the tether sits beyond the wire. The trap catches travel, not arrival.

Cannot affect

Explicitly does nothing — the interaction people expect does not happen.

KAY/OZERO/pointcannot affectSageBarrier 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.

SovaRecon Boltcannot affectYoruDimensional Drift

Recon does not reveal a Yoru inside his ultimate. It is the closest thing in the game to genuine invisibility to utility, which is exactly what makes it strong and hard to counter.

GekkoWingmancannot affectSageBarrier Orbreported

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.

PhoenixRun It Backcannot affectSageResurrectionreported

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.

Common questions

Does Cypher's Trapwire detect Yoru's clone?

Yes — the clone is a separate ability and does trigger trips. What trips do NOT catch is Yoru inside his ultimate, where he is intangible. That distinction is why the question gets contradictory answers.

Can KAY/O suppress Chamber's ultimate?

He can stop Chamber activating it, because suppression prevents ability use for its duration. He cannot cancel an ultimate already in progress, so the timing decides the outcome.

Does a Jett dash avoid Cypher trips?

No. Trips trigger on contact regardless of how fast you are moving. The belief that dashing beats a trip is one of the most persistent false ones in the game.

Do bullets and projectiles pass through smoke?

Yes. Smokes block vision, not projectiles, which is why post-plant lineups thrown into smoke work exactly as they do into open air.

Can Sage revive someone who used Phoenix's ultimate?

No, because Phoenix's ultimate leaves no body — he returns to where he cast it. There is nothing to resurrect.

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