VALORANT Hush abilities are built around telekinesis, letting the new Duelist snatch dropped equipment from a distance, change the direction of her utility and lift opponents into the air. Riot’s Patch 13.09 officially confirms all five abilities: Telekinesis, Flow, Flashbulb, Displacement and Suspension.
Hush isn’t just another Agent with a dash. Three of her attacks can be steered towards the crosshair, while her passive gives her a way to reach useful objects without walking all the way up to them. Patch 13.09, released October 27, confirms the kit. Here’s what each ability does, its default key, and the interactions that matter in a match.
VALORANT Hush abilities and keybinds
| Key | Ability | How it works |
|---|---|---|
| Passive | Telekinesis | Pick up weapons and Spike, or use switches, from increased range |
| C | Flow | Create an anchor and dash towards it after a delay; briefly hover if airborne |
| Q | Flashbulb | Throw, prepare and redirect a flash that detonates on a surface or after a delay |
| E | Displacement | Pull players inward; concuss on collision; refresh every two kills |
| X | Suspension | Steer a projectile and detonate it to levitate players |
The VALORANT Hush abilities use the usual default ability slots: C, Q, E and X. If you’ve remapped your controls, follow the equivalent ability bindings shown in your settings. Her passive doesn’t take a separate ability slot.

VALORANT Hush abilities: Telekinesis passive
Telekinesis is Hush’s passive, letting her pick up dropped weapons, collect the attacking side’s Spike and operate switches from farther away. That extra reach can save you from stepping into a dangerous sightline just to recover equipment.
Of all the VALORANT Hush abilities, Telekinesis is the easiest to overlook. It helps with equipment recovery and interactions; it does not take a weapon an opponent is holding.
Flow (C): dash to a placed anchor
Flow creates an anchor immediately and sends Hush towards it after a delay. If she activates Flow in mid-air, she hangs in place briefly before moving. That opens up interesting entries: she can take a moment to position the anchor, then commit to crossing the angle when the movement kicks in.
If you’re used to an instant dash, try Flow in the Range first. Creating the anchor and moving towards it are separated by a short delay, so you need to plan where Hush will be when she travels.
VALORANT Hush abilities: Flashbulb (Q)
Equip Flashbulb and press Fire to throw it, or Alt Fire to prepare it. After throwing, reactivate it to send it towards your crosshair. It explodes when it hits a surface or after a delay, flashing players who are looking towards the detonation.
This is one of the more flexible VALORANT Hush abilities for getting past a held corner. You could throw the flash towards cover and steer it into a better angle while your team prepares to move. The flash only affects players looking towards the explosion, so steer it to catch the angle you want to clear.

Displacement (E): pull enemies and concuss on impact
Displacement uses the same basic controls as Flashbulb. Fire throws it, Alt Fire prepares it and reactivation redirects it towards the crosshair. It detonates on contact with a surface or after a delay, drawing players towards the centre of its effect.
Displacement pulls every player caught towards its centre, but it doesn’t automatically concuss them. The concussion happens only if a pulled player hits a surface or another player. Riot also confirms that the ability refreshes after every two kills, not every kill.
This gives Displacement two uses: it can move someone away from cover even if they avoid a collision, or punish a player who is dragged into a wall or teammate.
VALORANT Hush abilities: Suspension (X) ultimate
Hush prepares Suspension instantly. Press Fire to launch it, guide the projectile using your crosshair and press Fire again or reactivate it to detonate. Players caught by the blast are lifted into the air.
Suspension is the largest disruption tool in the VALORANT Hush abilities kit. Riot says it levitates all players caught by the detonation, so check teammates’ positions before triggering it.
How to use the VALORANT Hush abilities together
Her controls suggest a natural way to approach a site. Displacement can disturb someone tucked behind cover, Flashbulb can make the next angle harder to hold, and Flow can carry Hush into the space the team has created. The order will depend on the position you’re attacking and the utility your teammates have available.
Telekinesis has a quieter purpose. Picking up the Spike from farther away could help recover a round without having to run all the way to its drop point. Suspension can start a team fight or interrupt a defended area. Coordinate the detonation with teammates ready to take the space.
To chain the VALORANT Hush abilities together, try disrupting a held angle with Displacement or Flashbulb before using Flow to move forward. Each tool has a different job, and the outcome depends on the angle and when opponents react. Our Hush unlock guide covers recruitment and release details.
How to practise Hush’s abilities
Start by practising the throw and reactivation controls for Flashbulb and Displacement, followed by Flow’s delayed movement. For Suspension, steer the projectile with your crosshair and choose when to detonate. The Range is a useful place to learn those inputs before a live round.
If you’re returning for Act VI, our Patch 13.09 breakdown covers the changes arriving with Hush. For the new post-match scoring changes, see our Performance Score guide.
VALORANT Hush abilities: common questions
Can Hush steer her utility? Yes. Flashbulb, Displacement and Suspension can be directed using the crosshair, though their controls differ.
Does Displacement always stun? The described concussion triggers when a pulled player collides with a surface or another player.
Does Hush have two ultimates? No. Her revealed ultimate is Suspension.
Related Guides
Official source: Riot Games’ VALORANT Patch 13.09 notes.
