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Complete Valorant Guide for Vyse

Complete Valorant Guide for Vyse

Complete Valorant Guide for Vyse should start with a simple distinction: Vyse is a Sentinel released in patch v9.04, but her kit only pays off when you set up a fight around it rather than treating it like passive flank coverage. That matters because her abilities are conditional by design: Shear needs a legal wall and a meaningful crossing, Arc Rose needs someone ready to swing off the flash, Razorvine needs movement to punish, and Steel Garden needs time to wind up before your team can exploit the weapon jam.

The guide below gives the exact costs, charges, timings, and behavior for all four abilities, then turns those mechanics into a clear decision framework for defense, attack, retake, and post-plant. It also separates documented mechanics from strategy claims, so you can see where the game's confirmed behavior ends and where setup advice becomes conditional.

Vyse is a Sentinel released in v9.04, but she does not play on autopilot

Patch v9.04 introduced Vyse as Agent 26 during Episode 09 Act 2 through a staggered regional rollout that began August 28, 2024, at 1 PM PT. Riot calls her a Sentinel and describes her liquid-metal kit around three ideas: isolate, trap, and disarm. Her setup-heavy kit demands active timing and follow-up rather than passive coverage.

Her value depends on a fight being shaped around her setup. Shear needs a valid surface and a useful crossing. Arc Rose needs somebody ready to act on the flash. Razorvine needs movement to punish. Steel Garden needs enough time for its windup and enough team pressure to exploit the weapon jam. If those conditions are missing, forcing the combo usually gets you less value than saving the utility.

Riot's agent page and launch notes establish Vyse's role and the core effects. The detailed figures below come from the Valorant Wiki pages available at the August 4, 2026 research cutoff. That distinction matters because Riot's current agent-page excerpt does not provide the full costs, cooldowns, health values, or timing reference.

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Vyse's complete ability costs, charges, and timings

Vyse ability board showing costs, charges, and timing cues

These are the documented costs, charges, timings, durability values, and effects for Vyse's four abilities.

AbilityCost and chargesTiming and durabilityEffect
RazorvineTwo charges; 150 credits each0.2-second windup; six-second total duration; 20 HPApplies a 15% slow and deals 10 damage per 1.25 meters a player moves through it.
ShearOne charge; 200 credits0.8-second windup; six-second barrierAn enemy crossing triggers an indestructible wall behind them.
Arc RoseOne free signature charge0.5-second windup; 20 HP; two-second flash; 20-second cooldown after use or recall; 60-second cooldown if destroyedBlinds players looking at it. Recalling it starts the 20-second cooldown before it can be used again.
Steel GardenEight ultimate points4.4-second windup; eight-second debuffJams enemy primary weapons; it does not disable electronic utility. The cited reference lists an ultimate-point cost rather than a separate cooldown.

Arc Rose is a flash, not a recon tool. Shear creates a temporary barrier after a crossing; it does not imprison an enemy indefinitely.

Shear's perpendicular-wall placement decides whether the setup works

Vyse placing Shear on a vertical wall with valid and invalid preview colors

Shear cannot be slapped onto any surface that looks close enough. Its placement must be on a wall perpendicular to the ground. The placement crosshair turns purple over a viable position and red over an invalid one. That rule is the first filter for every setup.

Once set, Shear stays hidden indefinitely until triggered. An enemy crossing its detection area activates it, and Yoru's Fakeout can trigger it too. The barrier erupts behind the crossing, pushes agents outward from its activation area, destroys objects occupying that area, and blocks passage and vision for six seconds. It does not neatly cage the first player.

You can pick Shear up during the Buy Phase and recover its charge, but you cannot recall it after the round begins. If Vyse is killed or suppressed, the trap deactivates.

The wiki lists a 15 m PC deployment limit, a 3.5 m PC detection distance, and a 0.8-second PC deactivation value. Those details are scoped to PC, and the page notes that some marked figures are estimates derived from game files and manual testing.

Give every Vyse ability one clear job on defense

Vyse using Shear, Arc Rose, and Razorvine to hold a defense

  1. Identify - Choose the crossing where a triggered Shear can split the first attacker from the teammates who need to trade.
  2. Check - Trace every easy bypass before committing, because a barrier across one route does nothing when the same space has a free second entrance.
  3. Protect - Mount Arc Rose on a surface that is hard to clear safely and trigger it only when you or a teammate can swing the blinded players.
  4. Tax - Put Razorvine on a movement-heavy choke, plant lane, or retreat path, then activate it when enemies must move through rather than stand outside it.
  5. Follow - Treat the utility as the opening for damage, not the kill itself; swing, spam, rotate, or layer teammate utility while the route is divided.

Published setup guides commonly use these role labels, but they do not prove one optimal setup on every map. The geometry and your team's follow-up decide whether the plan works.

Attack, retake, and post-plant need different Vyse plans

On attack, Arc Rose should help convert space your team is ready to take. Place it through or onto a protected surface, call the trigger, and flash as your entry crosses. Razorvine is better assigned to a predictable rotation, re-peek, or escape path than thrown randomly into open site space.

On a retake, ask what Shear can divide after it triggers. Steel Garden has a 4.4-second windup followed by an eight-second primary-weapon jam, so account for that delay when coordinating its activation with your team's swing.

Post-plant is where prepared paths become nasty. Shear can divide a retake route, Razorvine can punish movement toward the spike, and Arc Rose can set the timing for a peek. VPEsports highlights this post-plant geometry, but it is publisher framing, not proven pro consensus.

Your next Vyse setup should pass four tests

First, is Shear legally placeable on a perpendicular wall? Second, does the barrier cut a route that matters? Third, will Arc Rose or Razorvine catch players when movement or vision matters? Fourth, can your team follow before the six- or eight-second window ends?

Choose Vyse for what her setup can accomplish on the map, not because of a supposed hard-counter label. Her utility still needs useful geometry, deliberate timing, and coordinated follow-up.

Load a custom game. Test whether Shear accepts the wall, walk every bypass, time the barrier, and practice the swing off Arc Rose. A setup is not good because it looks clever. It is good because the enemy has to respect it and your team is ready when they do.

References

FAQs

Use Arc Rose when teammates can act on its flash. After the plant, assign Shear to a meaningful retake crossing and Razorvine to a movement-dependent approach to the spike.
Give each ability one job: use Shear to divide a crossing, Arc Rose to support a timed peek, and Razorvine to punish movement through a chosen route.
Activate it early enough to account for its 4.4-second windup, then coordinate the team's follow-up during the eight-second primary-weapon jam.
No. Shear can be recalled during the Buy Phase, but not after the round begins.

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