Abilities
All of Hush’s abilities explained
Like every agent, Hush has a passive, two basic abilities, a signature ability and an ultimate. The names are the official English ones. Reports differ on the keybinds for Flow and Flashbulb (C or Q) – we’ll add them as soon as Riot publishes the kit in the client or on playvalorant.com.
Passive
Telekinesis
Pick up weapons and the Spike and use switches – from an increased range.
Basic
Flow
Instantly creates an anchor; after a short delay Hush is propelled to it.
Basic
Flashbulb
A steerable flash that blinds everyone looking at it.
E
Displacement
Signature: an explosion that pulls players to its center – colliding concusses them.
X
Suspension
Ultimate: a steerable wave that levitates every player in the area when detonated.
Telekinesis – the passive
Telekinesis is Hush’s passive and always active: she can pick up weapons and the Spike from an increased range and interact with switches from an increased range. It sounds minor, but it changes small situations: you can grab a weapon lying in the open without stepping into a firing line, and you can pick up the Spike more safely after the carrier goes down. Riot hasn’t given exact ranges yet.
Flow – the anchor dash
Flow lets Hush instantly create an anchor. After a short delay she is propelled toward that anchor. If she is airborne when she uses it, she briefly levitates in place first. That makes Flow her movement and entry tool: you can prepare an angle and then enter the fight from an unexpected direction. Because the movement only starts after the delay, Flow needs good timing – much like other abilities that need setup, such as Yoru’s Gatecrash.
Flashbulb – the steerable flash
Flashbulb is a flash grenade. You throw it with fire or prepare it with alt fire. Reactivating it sends it toward your crosshair. It explodes on impact or after a delay and flashes every player looking at it. Being steerable makes it more flexible than a regular thrown flash: you can bend it around a corner instead of throwing it blind over a wall – comparable to Skye’s Guiding Light.
Displacement E – the signature
Displacement is Hush’s signature ability. It is also thrown or prepared and can be steered toward your crosshair by reactivating it. On impact or after a delay it explodes and pulls players to its center. Anyone who collides with a surface or another player while being pulled is concussed. The charge resets every two kills. The pull is reminiscent of Astra’s Gravity Well – with Hush you get the concuss on collision on top, and as a Duelist she’s exactly the one who jumps in afterwards.
Suspension X – the ultimate
Suspension is prepared instantly. Firing sends the telekinetic wave forward, and you steer it with your crosshair. Reactivating it or firing again detonates it and levitates every player in the area. Floating enemies can’t move and dodge as usual – a moment your team can use to clean up. According to the kit text the wave hits “all players”, so keep your own teammates out of it.
Ability descriptions based on Riot’s kit text as published by Dot Esports, Dexerto and Strafe on October 18, 2026. Numbers (costs, charges, durations, ultimate points) will follow with the patch notes.