Hush’s VALORANT kit mixes a steerable flash, a pull and a planned dash

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.

Hush's VALORANT abilities combine a guided flash, a pull and a planned dash

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.

AbilityFunctionKey limit
TelekinesisPicks up dropped items and triggers selected switches from further awayCannot take equipment from an enemy
DisplacementPulls nearby players and concusses them after a collisionHas to be steered before it detonates
FlashbulbBlinds players who look at the burstCan blind teammates too
FlowCarries Hush to a chosen anchorThe landing point has to be picked first
SuspensionLifts everyone inside the areaAllies in the area are lifted too
Hush's VALORANT abilities combine a guided flash, a pull and a planned dash

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.

Hush's VALORANT abilities combine a guided flash, a pull and a planned dash

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.

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