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Valorant Agent “Fume” Design Fume

 

Ability 1

His first and free ability that he gets every round is a deployable cover. It has two toggle modes, one being head height and makes it completely see through on both sides, but would leave it more vulnerable and causing it to break after being shot 4 times. The second toggle mode lowers it to crouch height/jumpable/headshot, and gives it more health. This mode is designed to have the player commit the fight, but not be able to escape from his position, unless the deployable is set next to environmental cover. The toggle between the two modes will have a cooldown of 25 seconds after the round starts, and it can only be picked up during the preparation phase, after it will have to stay until the round ends and it will not be replenished during the round, it’s a 1 use only.

 

Ability 2

His second and main ability is two charges of toxic bombs which he can stick to any surface. The bombs detonate upon activation and release a cloud of gas, which slows enemy movement and blurs their vision, so long as they stay in it, it also disables enemies’ abilities for 0.5 seconds to allow Fume to react to them being in his gas. So a jet won’t be able to dash right away when it's activated, she would have to wait 0.5 seconds. It will last 10 seconds(changed through testing)

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Ability 3

The third ability is an add on to the second ability, after the gas has been released, he can cause the gas to catch fire, which will deal 20 instant damage to any enemy standing in the gas as well as 5 damage per second so long they stand in the gas, but setting it on fire will remove the slow and blurry effects from the gas.

 

Ultimate

Fume’s ultimate will give his whole team visors that will reduce flash effectiveness from both friendly and enemy flash by 80%, the visor will only last 6 seconds, the ultimate will cost 6 ultimate points

 

 

Design Idea and reasoning

I wanted to create a new sentinel with a different playstyle from Cypher, Killjoy and Sage. For this one I want him to have a strong defense but still be viable in attack, but in a way that doesn’t make him picked over other sentinels. The playstyle behind Fume is he should rely on his kit to have strong anchors on sites.

For his first ability, the deployable shield, I wanted him to have some cover whilst being able to see when the enemies are closing in to where he is holding/has his gas bombs placed. So I gave the shield two different modes, one full body cover and one crouch height. Full body cover with a transparent material is for him to see how close the enemies are whilst being behind protection until destroyed, it gives him enough time to activate his gas/get ready to activate it. Reason for this mode is as a sentinel he can gain information without exposing himself, in the same way cypher has a camera and killjoy has an alarm bot. The second mode of the shield is a crouch height with a non transparent material, the reason behind that is if Fume wants to commit to a fight whilst behind cover and the enemy being in the gas, he can get multiple kills, but the down side is he is isolated behind the shield and cant move out from it, hence he has to crouch to have better cover, essentially he is fully committing to taking a fight. Now his gas as explained slows and blurs the enemy, I don’t want it to affect their fire rate and accuracy as I think this is enough for now, until tested. The third ability being he turns the gas into a fire, acting like a molotov dealing instant damage and a small amount of damage per second is enough to remove the debuffs from gas activation as the whole combination would be ‘broken’ in my opinion, when that fire mode is activated that's ideally when the player would peek and take the fight, or even when its in gas mode and the enemy are slowed and have blurry vision. The slow though, will not be as strong as the sage slow as I don’t want the blurriness debuff to add too much as it is. Yet again it will have to be tested and tweaked on. The gas will also disabled enemies’ abilities for 0.5 seconds once in contact with it, to prevent agents like jet to dash away from it at the start if being in it. I was thinking about “what if they dash right through it and not being inside of it, I thought perhaps I could have it so they get the debuff for 1.5 seconds after the dash ended or something similar, but I’m not so sure right now. The ultimate I knew what I wanted. I wanted it to be good for both defending and attack, but theoretically it can be better for attack as if a team wants to rush as 5 with phoenix, breach or yoru flashes they can do so without waiting for the flash to pop or them having to turn away. On defense, say if the attackers went on the opposite side of Fume, the teammates can call the rush for Fume to use his ultimate so they won’t be affected by flashes, now people may think, ‘with an ability like that why would we even have flashes?’. Well it has to be used correctly and coordinated with the team, it will only last for 6 seconds so the team should make good use of it, and the enemy should try something other than a flash to counter the attack/defense.

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