Valorant Yoru Guide
When Yoru had initially been released in Valorant, while he did gain some initial hype, he did eventually fall off due to the agent simply not being up to par compared to other duelists. However, in Episode 4 Act 2, Yoru has received major changes to his abilities. These utility changes and buffs have made Yoru much more interactive and will give him a better opportunity to challenge enemies as a duelist.
Valorant Yoru guide – Skills
- C – Fakeout – Yoru sends a clone of himself that will run forward. Use right click to leave a marker on the ground which can be triggered at a later time to send the clone. The clone has 150 health, however, if shot by an enemy bullet, the clone will turn towards the enemy and detonate. Once detonated, enemies within a narrow cone in Yoru’s direction will be flashed. One charge costs 100 credits.
- Q – Blindside – Throws a flash that will bounce off and trigger a short while later after the first surface it hits. The flash will last for 1.5s. Two charges, costs 250 credits each.
- E – Gatecrash – Fires a forward moving marker. This marker can be reactivated by using E, allowing Yoru to teleport to its location. The market can also be reactivated by using F, which feigns enemies by playing the same sound queue that Yoru is attempting to teleport. Two charges, costs 200 credits each. The Yoru Gatecrash buff also includes a quicker teleport, reduced teleport audio cue, and increased marker movement speed.
- X – Dimensional Rift – Yoru become un-targetable and fully invisible to enemies, lasting 10 seconds. However, enemies within 15 meters of Yoru can hear his footsteps. While invisible, Yoru can also cast all his other abilities. While the Dimensional Rift has been buffed, there is an added delay on both its initial cast and reactivation.
Valorant Yoru tips – Improve with a few easy steps
- C – Fakeout – With the revamped Fakeout, you can now not only trick enemies with its audio cue, but use Fakeout as a shield. Casting Fakeout towards enemies while peaking behind it will allow you to easily challenge enemies in a duel. Enemies who challenge you will be forced to trigger the flash, and in the case they continue to fire, the clone will tank some shots and reduce incoming damage.
- Q – Blindside – Before peaking a corner, throw the flash behind where you would peak from. This typically forces enemies to look away or face getting flashed. You may choose to peak before or after the flash pops. Peaking before is risky but still favorable as enemies will typically turn away (in higher Valorant ranks). Enemies who do not turn away till be flashed for its full duration, while you will only be flashed for a split second as it will pop behind you.
- Q + E combo – Blindside + Gatecrash – Throw a flash towards your gatecrash marker. Right before it is about to pop, recast Gatecrash with E to teleport to its location. Enemies will be forced into two options, getting blinded while watching your marker, or facing away, giving you the initiative when challenging them to a duel coming out of the teleport.
- X – Dimensional Rift – With abilities now being usable while in Dimensional rift, there are now amazing plays that can be made aside from the annoying close-range shorty.
- Use Fakeout to trick enemies, against a group, it is likely the clone will be triggered and flash enemies. This can be used in conjunction with your two Blindside flashes. While the time it takes to deactivate Dimensional Rift has been increased, the flash duration is still longer, allowing Yoru to gain the advantage in a fight when coming out of the Dimensional Rift.
Lurking – Yoru is the ultimate lurker due to his ability to reposition with his teleport. This allows Yoru to guard the back in unexpected locations and moments without being too late to aid his team. Lurking gives a major advantage, as enemies who rotate and flank too early may be kept off guard, allowing Yoru to gain not only a kill, but quick control of the other site.
Entry – With the Q + E combo, Yoru can entry sites in unexpected moments / locations, forcing the enemy to split their attention. This will generally allow your team to entry the site, either with Yoru scoring an opening frag or at worst, getting traded by his team. Yoru’s ultimate is also especially deadly when using to entry given enemies can no longer detect where Yoru while Dimensional Rift is active (aside from the sound queue), allowing him to flank much easier.
Killjoy – Killjoy turret will detect, shoot and slowdown Yoru’s Fakeout. Given common sense dictates enemies would shoot the Killjoy turret, as Fakeout cannot shoot, Killjoy will know to jiggle and tap the clone to bait out its detonation, playing around its blind.
Breach – Breach is able to flash entry himself (in lower elos) or teammates for a rush. Given Yoru’s vast array of utility, he may be caught by surprise from a quick entry. Additionally, due to Breach’s wide Fault line, he can easily daze Yoru out of his teleport after hearing its audio cue.
Yoru 2.0 changes are not only limited to simple buffs, but also to interactions with his utility. This has allowed Yoru to become a much more viable Valorant agent, especially as a Duelist to entry sites and buy space for his team.