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Which agent has the cheapest ult in Valorant? A Deep Dive into Ultimate Cost

Which agent has the cheapest ult in Valorant? A Deep Dive into Ultimate Cost

When you're in the heat of a Valorant match, every bit of an advantage counts. One of the most impactful abilities available to any agent is their Ultimate. These game-changing powers can turn the tide of a round, secure crucial kills, or provide invaluable utility. However, not all Ultimates are created equal, and their cost to activate varies significantly. For players looking to maximize their impact without breaking the bank in-game, understanding which agent has the cheapest ult is a vital piece of knowledge. Let's break down the ultimate costs in Valorant and identify the most budget-friendly options.

Understanding Ultimate Orb Costs

Before we dive into specific agent Ultimates, it's important to understand how Ultimates are charged. Most agents in Valorant have Ultimates that require a certain number of Ultimate Points to activate. These points are primarily gained through:

  • Picking up Ultimate Orbs scattered around the map (each worth 1 Ultimate Point).
  • Getting kills (worth 1 Ultimate Point per kill).
  • Dying (worth 0.5 Ultimate Points).
  • Round wins (worth 1 Ultimate Point).
  • Round losses (worth 0.5 Ultimate Points).

While kills and round outcomes are variable, Ultimate Orbs offer a more predictable way to charge your ultimate, especially for agents who might not get a lot of kills early on. The number of Ultimate Points required for an agent's ultimate is a fixed cost that doesn't change during the game.

The Cheapest Ultimates: A Closer Look

When we talk about the "cheapest" ultimate, we're referring to the Ultimates that require the fewest Ultimate Points to activate. Currently, several agents share the distinction of having the most affordable Ultimates, requiring only 6 Ultimate Points. These are:

1. Phoenix - Run It Back (6 Ultimate Points)

Phoenix's ultimate, Run It Back, is incredibly powerful for aggressive plays. For its cost, it grants him a brief period of invulnerability and the ability to respawn at his starting location with full health if he is killed during the duration. This allows for incredibly risky pushes, information gathering, or even taking duels with a safety net.

2. Raze - Showstopper (6 Ultimate Points)

Raze's ultimate, Showstopper, equips her with a rocket launcher that fires a single, high-damage rocket. This rocket explodes on impact, dealing significant damage in an area. It's fantastic for clearing out tight spaces, breaking defensive setups, or securing multi-kills if enemies are grouped up. The raw offensive power for just 6 points makes it a fantastic value.

3. Reyna - Empress (6 Ultimate Points)

Reyna's ultimate, Empress, is a bit different as it's tied to her Soul Orbs. When activated, Reyna gains significantly faster firing speed, increased reload speed, and infinite charges of her Dismiss and Devour abilities. If she secures a kill or assist during Empress, she can either become intangible (Dismiss) or heal herself fully (Devour). This makes her a terrifying duelist, and for 6 points, the potential for snowballing is immense.

4. Yoru - Dimensional Drift (6 Ultimate Points)

Yoru's ultimate, Dimensional Drift, allows him to become completely invisible and undetectable to enemies for a duration. He can move freely and even use his other abilities while in this state, though he cannot shoot. This is invaluable for scouting, repositioning, or setting up aggressive flanks. The tactical advantage gained for 6 points is substantial.

5. Skye - Seekers (6 Ultimate Points)

Skye's ultimate, Seekers, dispatches three Seekers that track down the closest enemies. If they reach an enemy, they will concuss them. This is an excellent tool for initiating fights, forcing enemies out of cover, or confirming enemy positions. The utility and disruption it provides for only 6 points are remarkable.

Agents with Slightly Higher, But Still Efficient Ultimates

While 6 points is the absolute cheapest, there are several agents whose Ultimates are incredibly impactful and only cost 7 Ultimate Points. These are also excellent value and worth considering:

1. Breach - Rolling Thunder (7 Ultimate Points)

Breach's Rolling Thunder is a seismic blast that knocks enemies off their feet and concusses them in a large area. It's one of the best Ultimates for initiating pushes or retakes, as it can completely disrupt enemy defenses. The ability to incapacitate multiple enemies for 7 points is a game-changer.

2. Sova - Hunter's Fury (7 Ultimate Points)

Sova's Hunter's Fury allows him to fire three bolts of damaging energy that can pierce through walls. This is fantastic for clearing out common hiding spots, punishing enemies who are holding tight angles, or finishing off low-health targets. The ability to get kills through walls for 7 points is exceptionally strong.

3. Viper - Viper's Pit (7 Ultimate Points)

Viper's Viper's Pit creates a large, toxic cloud that severely reduces enemy vision and deals damage over time to anyone within it. It's a potent area-denial tool and can be used to secure bomb sites or prevent retakes. The control it offers for 7 points is undeniable.

4. KAY/O - NULL/cmd (7 Ultimate Points)

KAY/O's ultimate, NULL/cmd, suppresses enemy abilities in a significant radius for a duration. Additionally, if KAY/O is downed during his ultimate, a teammate can revive him. The ability to shut down enemy utility completely, especially on agents with powerful Ultimates, makes this a crucial 7-point investment.

5. Chamber - Tour De Force (7 Ultimate Points)

Chamber's ultimate, Tour De Force, is a powerful sniper rifle with an aim-assist feature. Each kill with this rifle grants him an additional charge, up to a maximum of three. It's an excellent tool for securing key picks and controlling sightlines. The lethality for 7 points is incredibly high.

Why These Ultimates are "Cheap" and Effective

The Ultimates that cost 6 or 7 points are considered "cheap" because they offer a high return on investment in terms of combat potential, utility, or information gathering. Agents like Phoenix, Raze, and Reyna can directly impact engagements with their Ultimates, often leading to quick round victories. Agents like Skye, Breach, and KAY/O provide crucial utility that can set up their team for success.

The key to understanding the "cheapest ult" is not just the point cost, but also the impact it has within the context of the game. A 6-point ultimate that can secure two kills is more valuable than a 7-point ultimate that only provides a minor utility boost. However, in terms of raw point cost, the agents listed above are your best bet for getting powerful abilities on the board sooner.

Frequently Asked Questions (FAQ)

How do I get Ultimate Points faster?

You can get Ultimate Points faster by prioritizing picking up Ultimate Orbs on the map. Additionally, playing aggressively and securing kills will also contribute to faster ultimate charging. Winning rounds also grants a valuable point, so focusing on team play and objectives is key.

Why do some Ultimates cost more than others?

Agents with Ultimates that have a more significant impact on the game, such as those that can secure multiple kills, disable entire teams, or provide persistent area denial, generally have higher Ultimate Point costs. The developers balance these costs to ensure that no single ultimate feels overwhelmingly powerful without a commensurate investment of time and effort.

Are the 6-point Ultimates always better?

Not necessarily. While they are cheaper to activate, the effectiveness of an ultimate depends on the situation and how it's used. A well-timed 7-point ultimate from Breach can be far more impactful than a poorly executed 6-point ultimate from Raze. Player skill and team coordination play a huge role in how valuable any ultimate becomes.

Does dying affect my Ultimate cost?

Yes, dying grants you 0.5 Ultimate Points. While not as impactful as kills or orbs, it does contribute to your ultimate charge over time, especially if you are frequently targeted or caught out. It's a small compensation for being eliminated from a round.