Hush abilities in Valorant: the full kit explained
Hush carries five abilities, and two of them share a control scheme that exists nowhere else in Valorant: you can throw them immediately, or hold them, steer them with your crosshair, and detonate on your own timing. Here is every ability, what it actually does, how to operate it, and what to do when you are on the receiving end.
- Role
- Duelist
- Passive
- Telekinesis
- Signature
- Displacement (E)
- Ultimate
- Suspension (X)
- Steerable utility
- Flashbulb + Displacement
- Signature reset
- Every 2 kills
- Live from
- October 27, 2026
All five Hush abilities
The official reveal lists five abilities. Two of them are basic, one is her signature, one is her ultimate, and one is a passive that changes how you take map control before the round even starts.
Telekinesis (Passive)
Align your crosshair and interact with weapons, the Spike and map switches from an extended range. In practice you can lift a dropped gun or open a door from far outside normal interaction distance — the reveal example is picking a weapon up from the default plant position on Split’s A site while standing in A Main.
Reported cooldown sits around 30 seconds per pickup. Riot has not published the exact figure, and the range limit at which interaction stops working has not been officially documented either.
- It cannot take a weapon out of an enemy’s hands — only weapons already on the ground.
- It works through the Spike too, which makes post-plant maths and eco-round recovery genuinely different from any other Duelist.
Flow (C) — the dash
Instantly create an anchor at a point in space, then propel yourself toward it after a short delay. If you use it while airborne, Hush briefly hovers in place before launching. This is her entry tool and the answer to the obvious question of how a Duelist without Jett’s or Neon’s raw speed gets onto a site.
Aim at the spot you want to land on and fire. Unlike an instant dash, there is a setup step: the anchor appears where you were looking, and you travel on a delay. That makes the timing predictable for everyone watching, which is the central question about the ability.
Flashbulb (Q) — the steerable flash
Equip a flash device. Left-click throws it. Right-click readies it instead, and reactivating sends it toward your crosshair. It explodes on impact or after its fuse, blinding every player looking at it.
The key detail: crosshair steering is only available if you throw it, then reactivate. The "prepare" mode is a different flow, not an extra upgrade. So the choice is between a fast, dumb flash and a slower, aimed one — you cannot have both on the same cast.
Displacement (E) — the signature pull
Same throw-and-guide controls as Flashbulb, but the payload is a pull rather than a blind. On detonation it drags players toward the centre, and anyone who collides with a surface or another player is concussed.
It refreshes every two kills, so a Hush who is winning duels keeps it — which is exactly the snowball a Duelist signature is supposed to create.
Suspension (X) — the ultimate
Instantly prepare the orb, fire to send it forward, and steer it with your crosshair like a drone. Reactivate, or press fire again, to detonate. Every player caught in the area is lifted into the air — and the reveal footage suggests lifted players cannot shoot back.
It is a curveball in the literal sense: you are driving it, so you can bend it past a smoke or drop it on a retreating team.
What Riot has not published yet
Ability costs, exact cooldowns, damage numbers, the ultimate’s point requirement and the precise interaction range of Telekinesis have not been confirmed by Riot at the time of writing. Community estimates exist, but they are estimates.
We do not fill those gaps with invented numbers. This page is updated the moment Riot publishes the patch notes for the Act VI patch that ships Hush.
Combos the kit actually supports
Because Flow places an anchor rather than dashing instantly, the useful sequence is: place the anchor first, throw Displacement second, then ride Flow into the space the pull just cleared. Doing it in the other order means you arrive before the pull resolves and you eat the concuss yourself.
Flashbulb rewards the same patience. Prepped and steered, it reaches angles a thrown flash cannot — around a corner you cannot see, or over a box you would have to peek to clear. The cost is that you are holding your crosshair on the flash while someone else is holding an angle.
Suspension is best used on the retreat, not the entry: detonate it on a team that has already given up ground, and they cannot shoot while they are in the air.
How to play against Hush
Displacement only concusses on contact with a surface or another player, so the counter is positional: do not stack in the pull’s path, and stay off walls when you hear it coming. Played correctly, it is a repositioning tool rather than a guaranteed stun.
Suspension is visible in flight. If you see the orb tracking you, moving laterally forces the Hush player to spend more of its window steering — a drone that has to chase is a drone that can miss.
Flow has a delay by design. If the anchor is visible to you, the Hush player is committed to that landing point for the next fraction of a second. That is your window to pre-aim it.
Frequently asked questions
How many abilities does Hush have?
Can Hush steer her flash?
Does Hush’s signature refresh?
Can Hush steal an enemy weapon with Telekinesis?
Can players caught by Suspension shoot?
Do the leaked “ability copy” abilities exist?
Related guides
Sources & further reading