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Home » Best Valorant Agents For Each Role On Fracture
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Best Valorant Agents For Each Role On Fracture

News RoomBy News Room9 May 202620 Mins Read
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Best Valorant Agents For Each Role On Fracture

Updated on May 9, 2026 by Rhenn Taguiam: The article has been rewritten to reflect Valorant’s current meta.

Located in New Mexico and introduced as an abandoned radianite research facility, Fracture remains a unique Valorant map for its four-quadrant nature and a central tunnel component, making it one of the most expansive maps in terms of both vertical and horizontal offerings. With these many components in the mix, finding the best Agents to play in Fracture can be quite a challenge, especially if one wants to synergize an Agent’s kit with the map’s far-off sites and complicated cornering.

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Being the map that came with Breach, Fracture was originally known for its tight corners, abundance of vantage points, and cross-sections perfect for this Agent’s short-ranged kit. Not to mention, with Neon being rotated out for some skill rechecks, there are not a lot of viable Duelist options to compensate for the lack of an Agent who can make a quick dash in and out of sites. With one Agent in and another Agent out, who else could be a player’s go-to option if the goal is to completely dominate in Fracture?

10

Cypher

A One-Man Surveillance Network To Cover Both Sites At Once

Role

Sentinel

Basic Ability

Trapwire: Create up to two translucent and destructible trapwires that span a line across one wall to another. If the trips aren’t destroyed, those who pass are Slowed and Revealed for a short while

Basic Ability

Cyber Cage: Throw a cyber cage in front that creates a cylinder glitch zone that blocks vision and releases an audio cue if enemies pass

Signature Ability

Spycam: Release a spycam at the target location, which can be controlled to look at its view. Cypher can fire a marking dart that Reveals the player stuck, unless they remove the dart

Ultimate Ability

Neural Theft: Activates with an enemy corpse nearby, where still images of all other enemies are Revealed twice across a short duration with a pause

With Killjoy’s bots still lacking the range to cover Fracture’s far-off areas, Cypher remains the best Sentinel to get visibility on as much of the map as possible with his Spycam (Signature). During pre-round, setting the camera on one Site should give him time to set a Trapwire (Basic) or two on another, of which the tripping sound cue is enough to let him know if the Site is under attack. Either way, the separate audio on gadget destruction is also a dead giveaway of an enemy entry, which means there are more than enough ways for Cypher to know what’s happening almost anywhere he decides to place his kit.

When on the offensive or the retake, Cyber Cage (Basic) can create nifty one-ways or enough blinds to get the rest of the team set up for a counter-attack. With a full Ult, Neural Theft (Ultimate) reveals if that round’s enemy kill is just a fake or if the rest of the enemies are not too far behind.

Using Cypher In Fracture

Like with any setup-reliant Agents, Cypher in Fracture relies heavily on adapting gadget placement based on the desired defensive coverage. Since Cypher’s kit is stationary, he’s weak on the attack as his best setups are done post-plant, sans a Trapwire as anti-flank. Spycam placement often determines the rest of the setup: A-Link cam means flexible trips on B-Site (B-Link, B-Gen, B-Main), whereas a B-Generator cam should give some time for some A-Site trips (A-Drop, A-Door).

9

Gekko

Reloading Pick-Me-Ups Adds A Lot Of Flexibility

Role

Initiator

Passive

Globules: Abilities become dormant Globules after activation and can be retrieved for another use after a cooldown. Thrash can only be retrieved once

Basic Ability

Mosh Pit: Throw Mosh that explodes in an area and deals damage over time before exploding

Basic Ability

Wingman: Send Wingman to either seek the first enemy in range for a Concussive blast or to plant/defuse the Spike on a viable location within its path

Signature Ability

Dizzy: Throw Dizzy to float in the air for a bit and blasts enemies in range, Blinding them temporarily

Ultimate Ability

Thrash: Control Thrash and steer her. Activate to jump and explode to Detain all players in its radius

Among Initiators in Valorant, Gekko remains an ever-reliable asset with a flexible kit that is practically reusable throughout the round. Gekko has all the tools he needs to scout ahead, start fights, or even engage in a comeback where necessary. While not hyper-focused towards a specific subtask like Sova with detection or Breach with close-range fights, Gekko is a safe option to use if the team wants a more all-around Initiator.

Do recon with Dizzy (Signature) that does a multi-Blind whenever enemies are in its line of sight, or area control with Mosh Pit (Basic) that damages chokepoints. Wingman (Basic) remains the ever-dependable planter or defuser with a stun baked in, and Thrash (Ultimate) continues to threaten as an AOE stun. With Gekko being able to dish out multiple deployables at once, it’s like having up to two extra teammates. Dizzy, Wingman, and Thrash all deactivate when shot, but doing so will generally reveal if there are a lot of enemies in the area, making them nifty emergency recon.

Using Gekko In Fracture

With Fracture possessing a lot of corners, chokepoints, and vertical callouts, there’s utility in having Dizzy and Mosh spot out enemies hiding in corners or Wingman doing Spike work while Gekko himself provides covering fire. However, Gekko’s usability highly depends on how accessible his deployables are post-activation. This means ensuring that Dizzy and Mosh aren’t thrown too far up that they become unreachable, as this will cost Gekko a recon or Molly for the rest of the round. Learning molly lineups with Mosh isn’t a bad idea with Gekko on Fracture, although it will take time learning which throw is best for what given the map’s range.

8

Breach

Dominate Short-Range With Disruption Abilities

Role

Initiator

Basic Ability

Aftershock: Fire a slow-acting burst that heavily damages anyone on the other side

Basic Ability

Flashpoint: Fire a fast-acting burst that passes through walls, Blinding all players that look at it

Signature Ability

Fault Line: Release a quake across a distance that can Concuss all players inside the zone

Ultimate Ability

Rolling Thunder: Fire a cascading quake through terrain that covers a large range. Everyone hit will be knocked back and concussed

Because Breach was released alongside Fracture, it makes sense for this Initiator to be among the top picks for the map. At its core, Breach’s short-ranged kit is ideal for flushing out opponents, defending chokepoints, and clearing pesky corners — all of which are present in both Fracture Sites. While not built for long-ranged fights, Breach dominates in extreme aggression, making him perfect for attack and on the retake.

Key to Breach’s kit are abilities that set up fast-paced retakes or entries. Flashpoint (Basic) is a reliable wall-crossing blind that can surprise foes, while the choice of Aftershock (Basic) or Fault Line (Signature) gives him room to either damage or concuss enemies past walls or on corners, respectively. Paired with any entry Duelist like Jett, Neon, or Raze, Breach can make devastating setups.

Using Breach In Fracture

Map awareness is key when using Breach in Fracture, as most of his abilities are single-use except Flashpoint, which can be used twice, with no cooldowns. It’s always ideal for Breach to enter with a Flashpoint and reserve another charge for the post-plant, and then follow through with Fault Line to stun enemies for the rest of the party to eliminate. Aftershock is always a good combo finisher, as even if opponents manage to run away, it’s enough of a deterrent to clear space.

7

Tejo

Damaging Recon Kit Perfect For Long-Range Punishing Scouting

Role

Initiator

Basic Ability

Stealth Drone: Throw a controllable spider drone that, when activated, will jump up, release a pulse, and Reveals and Suppresses enemies hit

Basic Ability

Special Delivery: Launch a grenade that sticks to the first surface it hits then explodes, damaging and Concussing targets in the blast. It can have one or two bounces

Signature Ability

Guided Salvo: Select up to two target locations on the map, then fire missiles to the location with repeated blasts. Its smoke traces its location back to Tejo

Ultimate Ability

Armageddon: Select an origin point, drag to the desired end point, and select to trigger. This releases a cascading wave of explosions along the strike path, from last point to origin

Players who want to use Raze but not commit to a Duelist will do just fine with Tejo and his focus on explosives. Compared to most other Initiators, Tejo’s combat-oriented kit makes him an ideal Agent to adapt to Fracture’s angular map build. Unlike other Initiators with typical Reveals or Blinds, Tejo’s Stealth Drone (Basic) comes with a Suppress that can work in tandem with a quick assault.

The highlight of his kit lies with his damaging abilities geared towards zone control. The Guided Salvo (Signature) alone lets him clear corners and hiding spots with up to two three-tick missiles, and Special Delivery (Basic) is a decent Concuss right before entry or retake. Armageddon (Ultimate) can become the most ideal anti-defuse when aimed correctly (it does have a learning curve), though it still lacks the area coverage that Brimstone’s Ultimate has.

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Using Tejo In Fracture

Studying Fracture’s traditional blind spots and chokepoints is key to making full use of Tejo’s kit. Special Delivery makes for great angular coverage to hit immediate lurkers hiding in A-Door, A-Site, B-Arcade, B-Gen, or opposite of B-Main right before an execute. Alternatively, Guided Salvo can pursue hard-to-reach foes in B-Tower, B-Site, A-Drop, A-Link, or A-Rope to deter long-ranged defense.

6

Miks

Support-Oriented Controller Perfect For Sustained Assaults

Role

Controller

Basic Ability

M-pulse: Throw a device that either Concusses foes or Heals allies in range

Basic Ability

Harmonize: Provide a Combat Stim to either Miks or Miks and a targeted ally that refreshes on kill

Signature Ability

Waveform: Set Smokes at selected locations

Ultimate Ability

Bassquake: Release a Sonic Radiance that knocks back, Slows, and Deafens players

Newcomer Miks can make for an effective Controller in Fracture when accompanying more aggressive allies. Thanks to his Support-oriented kit, Miks rewards going on the offensive, whether on the retake or faster-paced entries. Knowing where enemies are can have M-pulse (Basic) Concuss them. Not only that, but save for Waveform (Signature) that sets Smokes similar to Brimstone’s, his other abilities mesh well with the team’s tempo.

For instance, M-pulse can alternatively heal allies in range, finally giving the game a much-needed third healer other than Sage (Sentinel) and Skye (Initiator). Likewise, Harmonize (Basic) is a nifty Combat Stim (+10% firing rate, equip and reload and recovery speed) with on-kill refresh that can bolster a Duelist’s repertoire of buffs, especially Iso with his headshot shield.

Using Miks In Fracture

Miks can take full advantage of the open areas leading to Fracture’s Sites (B-Tree, B-Bench, A-Dish, A-Hall) to proc his Harmonize before a big encounter. Following up with Smokes (Waveform) and one M-pulse charge can flush enemies out for convenient firefights. The flush-out becomes even more effective with a Bassquake (Ultimate) for a knockback, Slow, and Deafen effect.

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5

Sage

Walls Make For A Perfect Defense

Role

Sentinel

Basic Ability

Barrier Orb: Create a wall that fortifies itself after deployment

Basic Ability

Slow Orb: Release an orb that detonates on a surface, Slowing and reducing the dash of those on it

Signature Ability

Healing Orb: Activate a heal-over-time on an ally or Sage herself, albeit the latter is weaker

Ultimate Ability

Resurrection: Revive an ally to full health after a brief animation, of which the channeling leaves the target vulnerable

Despite the “Pocket Sage” memes, Sage remains an ever-dependable Sentinel for having one of the most unique kits in the game. The ability to Resurrect (Ultimate) alone is exclusive to Sage, and her Healing Orb (Signature) remains the strongest pop-heal in Valorant. However, it’s really her Barrier Orb (Basic) that sets her apart from the rest, as this allows her walls to manipulate the environment, giving allies unprecedented access to unique angles that may ruin the enemy’s approach.

At the hands of someone who knows their aim game, Sage can become a deadly asset in any team. As long as they don’t ego-peek, the Duelist can focus on the heavy firefights while Sage can handle other threats as she locks down the Site. Likewise, at the hands of a more passive player, Sage remains strong on support with her heals and Slow Orb (Basic), as long as they know the best way to position her wall.

Using Sage In Fracture

Given the variability of Sage’s wall, there are a lot of potential ways of using it to maximize the team’s presence on Fracture. The basic approach is to wall off main access points to force opponents on tighter, easier-to-defend entry routes. For example, block B-Main to force them into B-Link going B-Arcade, block B-Arcade to squish them to B-Main, wall off A-Dish to force them all the way into B, locking down A-Main to get them to A-Door, and vice versa. Other than that, it’s figuring out on the fly what walls inconvenience opponents the most, such as the fence-hugging wall on top of A-Site to make a second-story defuse near-impossible.

4

Jett

Dominate Verticality By Taking Advantage Of Blindspots

Role

Duelist

Passive

Drift: Hold jump to glide while falling

Basic Ability

Cloudburst: Throw a projectile that expands into a smoke upon surface impact. Hold to curve the smoke instead

Basic Ability

Updraft: Get Jett up in the air

Signature Ability

Tailwind: Prepare a gust of wind that can boost Jett to the direction she is moving, with forward the default if she is standing still. Gets a recharge every two kills

Ultimate Ability

Blade Storm: Summon throwing knives. Every kill recharges one knife. Can throw all knives, but no recharge on kill. Each knife has very high accuracy

Defenders who can flick have the advantage of killing enemies before they establish a threat through any Site’s many access points, which makes Jett a bane of their existence as her vertical maneuverability makes it almost impossible to flick her through conventional aiming. With Neon being rotated out, no other Agent can match Jett’s speed, especially when Tailwind (Signature) can get Jett out of peeks as soon as she scores a kill. With Cloudburst (Basic), Jett gets two chances of smoking an area: perfect to set up a peek-into-Tailwind, or a second kill-into-Tailwind.

On the more strategic side, Jett can rely on Updraft (Basic) to propel her in the air and catch foes in unexpected angles, especially when her entry involves a smoke and a vertical engagement. If enemies do catch her in the air, they’re not aiming at a backup coming after them. When Jett finds her groove, Blade Storm’s high accuracy means all it takes for her to kill fast enough are distracted opponents.

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Using Jett In Fracture

The best use of Jett’s kit in Fracture usually involves catching everyone else off-guard with her Cloudburst, then going in for the kill with a fast and loose Tailwind or ruining angles with her Updrafts. A-Drop into A-Site and even B-Main into B-Site proper can make Jett annoying to face in the air, as her Drift (Passive) stabilizes her enough to be able to score hits while gliding down. This forces opponents to choose – do they take Jett out at the risk of being traded by her ally, or do they ignore Jett to make sure there’s no one else in her tail? At any other point in the map, Jett can capitalize on small corners like A-Door, A-Hall, B-Main, and even B-Tower to peek-then-Tailwind her way in and out of engagements, regardless if she’s attacking or defending.

3

Killjoy

Dominate The Security Of Any One Site

Role

Sentinel

Basic Ability

Alarmbot: Deploy a translucent Alarmbot to a location. It activates when it detects an enemy in range then explodes on contact, applying Vulnerable to enemies in its radius. Can be recalled, and destroyed when spotted early

Basic Ability

Nanoswarm: Deploy a translucent Nanoswarm. Activate to deploy a swarm of nanobots. Can be recalled, and destroyed when spotted

Signature Ability

Turret: Deploy a turret that fires at targets in a 100-degree cone. Can be recalled, and destroyed if its HP is depleted

Ultimate Ability

Lockdown: Deploy a device with a long windup, after which it Detains all enemies in the blast radius. Can be destroyed if its HP is depleted

Despite Killjoy nerfs reducing the effective range of her deployables, it’s precisely this limitation that makes her a perfect Fracture Sentinel. Thanks to her kit, Killjoy can be assigned to defend any one Site and its many vantage points. She can position her Turret (Signature) as a detection system that shoots at enemies, or as suppressive fire while she hunts down any trespassers. Enemies will be so busy trying to spot where the Turret is that by the time they aim at it, Killjoy already has them in her crosshairs.

An Alarmbot (Basic) can take care of any Turrent blindspots or another access point entirely. Killjoy even has the choice of deploying Nanoswarms (Basic) to seal off Spike zones in a Site or keep them on hand for the retake. Push comes to shove, her Lockdown (Ultimate) has always been a deterrent that can delay enemy entries or get them out of an area.

Using Killjoy In Fracture

The traditional Killjoy approach on Fracture is a choice of how hard she wants to go on defense. If alone, this means a Turret towards Mains while Killjoy watches another entrance, and if with allies, then catching any enemies who mistakenly try to shoot at the Turret first. The Alarmbot or even a Nanoswarm or two are traditionally deployed anywhere Killjoy won’t be looking at, as their destruction audio cue is a warning in of itself. These factors mean Killjoy can hold a site for a 1-4 split, instead of the conventional 2-3, which is useful if enemies have a preferred Site, or if one or two allies want to flank. The biggest hole in using Killjoy is how she’s dependent on securing the Site as an attacker, but that doesn’t disqualify her tremendous utility on defense.

2

Brimstone

When In Doubt, Smoke And Support

Role

Controller

Basic Ability

Incendiary: Launch a grenade that detonates after making full contact with a surface, creating a fiery damage over time

Basic Ability

Stim Beacon: Deploy a stim beacon that creates a Combat Stim field (+10% equip, reload, recovery speed, and overall speed +10% firing rate)

Signature Ability

Sky Smoke: Fire up to three smokes after pointing at locations in a tactical map.

Ultimate Ability

Orbital Strike: Release an orbital laser strike at the location, which encompasses a large AOE.

While Omen dominates as the undisputed king of smoking, Brimstone can be the go-to Valorant Controller for fast and loose plays – perfect for a map like Fracture with many vantage points. Brimstone’s kit trusts a team to focus on a direction and to stick with it. Just his Stim Beacon (Basic) alone ensures the team is prepped for any firefights, and his Sky Smoke (Signature), coming in threes (and being rechargeable), means Brimstone can be counted on in the entry as well as the post-plant.

In fact, Brimstone cements his post-plant domination with a properly-aligned Incendiary (Basic) lineup or even a devastating Orbital Strike (Ultimate) to effectively seal off the Spike zone or flush enemies out of their hiding spots.

Using Brimstone In Fracture

Great Brimstone plays are often associated with two things: effective smokes and well-timed lineups. Lineups-wise, players should work their way backwards and, in this case, figure out the closest angle and location from which they can launch Incendiary to reach various parts of the Site proper. In terms of smoke, remember to keep it flushing with the chokepoints; that way, the team knows exactly the angles where the enemy can appear, while the latter will likely have no reaction time left to counter-flick.

1

Clove

Aggressive Smoking Perfect For A Distracting Map

Role

Controller

Basic Ability

Pick-Me-Up: Get haste and temporary health from an enemy that Clove either killed or got an assist from

Basic Ability

Meddle: Throw a molly that gives a temporary Decay to all targets caught in the explosion

Signature Ability

Ruse: Set locations on a map from which smokes will appear. Clove can use this after death from their corpse, assuming it has charges

Ultimate Ability

Not Dead Yet: Resurrect temporarily, then make it permanent once Clove kills or gets an assist in the duration

While not as expansive a smoker as Omen, Clove uses their Duelist-aligned Controller kit to give enough smoke coverage around her immediate location while remaining close enough to firefights to get aggressive and deliver the follow-through. When initiating a firefight, Clove can throw a decaying Meddle (Basic) to flush enemies out of chokepoints and make them easier to kill, with Pick-Me-Up (Basic) giving Clove a temporary health and speed boost, making them like a mini-Reyna with smokes.

In speaking of smokes, Ruse (Signature) is Clove’s main vision blocker, which has all the characteristics of a smoke except for being usable on death. This means Clove, within a relevant location, can contribute to the retake if necessary, or to aid the team in a sustained offensive. When on defense or if there’s any other team alive, Clove can temporarily resurrect with Not Dead Yet (Ultimate), from which they need a kill or an assist to fully revive.

Using Clove In Fracture

In a map like Fracture, where there’s a crucial mid-point and three points of entry on either side, Clove’s kit makes it easy to adjust to split-decision fake entries, bait plants, or going all the way on a rotate. As an aggressive Controller, Clove’s smoke should ideally be one-way, which is often done and practiced by placing smokes on elevated surfaces. Despite being a Duelist-lite, Clove is best played as last to go in the Site, as this gives them room to smoke not just the immediate location but also entrances and exits, perfect for the retake or sustained offense.

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