Telekinesis extends to dropped guns, the Spike and map switches
Hush’s passive lets her grab a dropped weapon or the Spike from a greater distance, and she can flip certain switches without being beside them. It cannot pull a rifle out of an enemy’s grip; its value lies in reclaiming gear and controlling the map.

That can turn a bad spot into a manageable one. Hush might pick up the Spike from an exposed plant spot, or retrieve a rifle after a teammate falls. Riot has not yet listed every switch that works or the exact range, so check those details once the agent is in the live game.
Displacement drags players out of cover
Hush throws Displacement, then steers it toward her crosshair. It detonates on contact or after a short wait, drawing nearby players toward its center. Anyone who slams into a wall or another player during the pull is also concussed. Hush regains the ability after earning two kills.
The goal is simple: pull a defender off a strong angle before Hush pushes the site. A wild throw can drag a player somewhere unexpected, so the safest plays finish in a visible zone covered by Hush or a teammate.
Flashbulb can bend around a corner before it goes off
Flashbulb works on the same guide-and-release principle. Hush tosses the device, redirects it toward her crosshair, and lets it burst on impact or after a brief delay. Everyone looking at the flash gets blinded, teammates included, so call out the timing before throwing it into a shared angle.
That steering lets the flash reach around a wall or over tall cover. Clear communication matters just as much. A teammate who peeks too soon can get blinded, while a late flash gives the defender time to shift.
| Ability | Function | Key limit |
|---|---|---|
| Telekinesis | Picks up dropped items and triggers selected switches from further away | Cannot take equipment from an enemy |
| Displacement | Pulls nearby players and concusses them after a collision | Has to be steered before it detonates |
| Flashbulb | Blinds players who look at the burst | Can blind teammates too |
| Flow | Carries Hush to a chosen anchor | The landing point has to be picked first |
| Suspension | Lifts everyone inside the area | Allies in the area are lifted too |

Flow sends Hush toward a chosen anchor
Flow places a point in front of Hush and sends her there after a short delay. If she activates it mid-air, she hangs in place briefly before moving. It suits a planned entry more than an emergency exit, since the destination is locked in before the movement starts.
A solid anchor finishes behind cover or where a teammate can back her up. An isolated landing can leave Hush in front of several defenders. Smokes and information are still required, because Flow moves the agent but does not show who is waiting at the destination.

Suspension lifts every player caught in its area
Hush’s ultimate travels forward and can be steered with her crosshair. She may detonate it early, and every player within the area is raised into the air. The effect does not discriminate between sides, so Hush has to keep teammates out of the target zone.
The ultimate can halt a retake or pull defenders off normal cover for a short window. Hush still needs support afterward. She has no recon ability, no lasting smoke, and no protection once Flow ends, so the rest of the team stays essential during every entry.