All Fade abilities in VALORANT

Haunt your opponents.

Image via Riot Games

A new era of fear is arriving in VALORANT soon via Fade, a Turkish-born initiator set to join the game at the start of Episode Four, Act Two at the end of April 2022. Fade’s ability kit will terrorize opposing agents while also providing recon utility to her teammates.

Based on her abilities, Fade could easily become a vital part of any team composition; equipped to gather info on the enemy team, incapacitate an entire site’s worth of players on executes and retakes, and be a nuisance during post-plants. Here’s what all her abilities do.

Haunt (E)

Equip a nightmarish entity. FIRE to throw the orb which will plummet to the ground after a set amount of time. Upon hitting the ground, the orb will turn into a nightmarish entity that will reveal the location of enemies caught in its line of sight. Enemies can destroy this entity. RE-USE the ability to drop the projectile early in-flight.

The orb will automatically drop to the ground 1.5 seconds after it is thrown. Revealed enemies are hit with the Trails debuff, making their trails visible for 12 seconds. As Fade’s signature ability, Haunt is free, but it’s unclear whether or not it replenishes during a round after a timer.

Prowler (C)

Equip a Prowler. FIRE will send the Prowler out, causing it to travel in a straight line. The Prowler will lock onto any enemies or trails in their frontal vision cone and chase them, nearsighting them if it reaches them. HOLD the FIRE button to steer the Prowler in the direction of your crosshair.

Nearsight for lasts for three seconds after a half-second activation. Only one creature can latch onto a Trail. There are two charges of Prowler, each costing 300 credits.

Seize (Q)

Equip an orb of nightmare ink. FIRE to throw the orb which will plummet to the ground after a set amount of time. Upon hitting the ground, the ink will explode and create a zone in which enemies who are caught in it cannot escape the zone by normal means. RE-USE the ability to drop the projectile early in-flight

The Seize orb will expand to a seven-meter diameter, and “tether” all caught enemies to the center. Tethered enemies will suffer 75 decay damage, are deafened, and cannot shoot the orb to escape. The orb will automatically drop to the ground 1.5 seconds after it is thrown, but it can be reactivated by hitting the ability key to drop sooner. Players have a single charge of Seize that costs 200 credits. Seize in this state could be a tremendous piece of utility to use in post-plant scenarios, especially if couples with a piece of damaging utility (KAY/O grenade, Killjoy swarm, Brimstone incendiary, etc.)

Nightfall (X)

Equip the power of Fear. FIRE to send out a wave of nightmare energy that can traverse through walls. The energy creates a trail to the opponent as well as deafens and decays them.

Fade sends out a wave of “dark mist,” and enemies caught in its path will be trailed, deafened, and hit with decay damage for a 12-second period. It will fire out in a wide pattern similar to Breach’s ultimate. It costs seven ultimate points.

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