Hush ult in Valorant: how Suspension works
Hush’s ultimate, Suspension (X), is not a grenade you throw and forget. You prepare an orb, fire it forward, steer it with your crosshair like a drone, and detonate it when you decide; every player in range is lifted into the air. The official trailer shows lifted players unable to shoot. Here is how it works, how to steer it, and how to answer it.
Hush’s ultimate is Suspension (X): prepare an orb instantly, fire it forward, steer it with your crosshair like a drone, then reactivate or press fire again to detonate, lifting every player in range into the air. Use it as a follow-up rather than an opener — let a teammate make contact first. Riot has not published its points, duration or radius.

- Agent
- Hush, Agent 30
- Role
- Duelist (9th)
- Ultimate
- Suspension (X)
- Control
- Crosshair steering, like a drone
- Effect
- Lifts players into the air
- Lifted players
- Cannot shoot, per official trailer
- Ultimate points
- Not published by Riot
- Live from
- October 27, 2026
What Suspension actually does
Press X and Hush prepares a glowing orb immediately — there is no long wind-up. Fire and the orb is sent forward. From that moment you are not throwing a projectile on a fixed arc: you are driving it, and your crosshair is the steering wheel.
Reactivating the ability, or pressing fire again, detonates it. Every player inside the area is lifted into the air. The official trailer, Rise and Fall, shows lifted players suspended above the ground and unable to fire while they hang there.
The order is the ability: prepare, send, steer, detonate, lift. Only the last step touches the enemy team.
How to steer it
Steering works like a drone: the orb travels where you look, not where you threw it. You are not predicting where a team will be; you are following them.
- Turn, do not flick. The orb answers continuous input, so sweeping your crosshair drags the flight path.
- Use height. Sending it over a wall is harder to track and lets you detonate behind cover you could not throw past.
- Bend around smoke. You keep control after the throw, so a smoke only blocks a straight line.
- Detonate on the plan, not a body. Waiting for a perfect cluster usually parks the orb somewhere worse.
Three uses that actually win rounds
Suspension is a follow-up tool. It does not start fights; it decides one that is already happening.
Lifting a team that is already retreating
An enemy walking backwards out of a site is not watching the sky. Send the orb after them and detonate once they commit to the corridor; they are airborne with their backs turned. Retakes and post-plant exits break this way.
Breaking a fixed defensive setup
Anything that makes defenders stand still helps: a Killjoy setup, a Cypher watching a lane, an Operator on a long angle. Lift them and the angle is empty rather than smoked.
Finishing what a teammate started
Pair it with a stun, a blind or a pull. Hush’s Displacement drags players toward a centre; detonating Suspension on that pile turns a reposition into a round.
When NOT to use it
The most common mistake is opening with it. An ultimate steered across open ground is a slow, visible object in a fight that starts in under a second.
- Do not send it where the enemy can watch it coming — visible means dodgeable.
- Do not fire it when your team is not ready to move. A lift nobody follows is wasted.
- Do not use it to save a lost round. The orb stops nobody shooting before it detonates, only after.
- Do not hold it for a perfect five-man lift. Catching two players out of position beats catching none.
How to counter Suspension
Suspension is visible in flight, and that is the whole counterplay. The orb has to travel to you.
- Move laterally. Crossing the steering line forces more correction than standing still and shooting back.
- Spread out. The lift hits an area, so a stacked site is the ideal target.
- Do not trade with it in the open. Riot has not said whether the orb can be destroyed, so do not plan on shooting it down.
If you are the one lifted
You cannot shoot, so no self-rescue is possible. A teammate has to win the next few seconds for you. If you are on the ground, do not stand where the lifted player will land.
Combos with other agents
Suspension deals no damage on its own, so its value is what your team does to lifted players. These pairings work mechanically; they do not guarantee a win rate.
| Agent | Combo idea | Why it works |
|---|---|---|
| Killjoy | Hold the site, lift on the retake | Lockdown forces defenders to move or commit; Suspension catches the ones who commit. |
| Deadlock | Suspension first, then Sonic Sensor and GravNet | Lifted players land predictably, and her traps convert that landing into a lost round. |
| Viper | Smoke the exits, steer the orb through the gap | Her wall and smoke cut the routes out, so the orb only covers what remains. |
| Breach | Stun the angle, lift the players behind it | A flash and stun force players to hold still, and a still player is easy to steer into. |
| Fade | Reveal, then lift the revealed bodies | Information turns a steered orb from a guess into a placement. |
What Riot has not published
As of this page, Riot has not published the ultimate’s point cost, duration, radius, damage, cast and recovery timings, or whether the orb can be destroyed. Those are the numbers that decide how strong Suspension is.
We will not invent them. Any specific radius or point cost you see before Riot posts patch notes is an estimate. This page updates when the Act VI notes go live.
Frequently asked questions
What is Hush’s ultimate?
Can lifted players shoot?
Can Suspension be dodged?
How many ultimate points does Hush need?
Can the orb be destroyed?
How does Suspension pair with Killjoy’s ultimate?
Related guides
Sources & further reading