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VALORANT ability interactions

Which abilities destroy, block, reveal or pass straight through which others. 17 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.

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.

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.

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.

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.

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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