The loudest demolitions expert in the protocol
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Ryo Kiritani, known as Yoru, is a Japanese agent who can tear openings between dimensions and travel through them. A spectacular power, which he uses with remarkable consistency for one single purpose: making you believe he is somewhere else.
His character complicates everything else. Yoru works alone, has little patience for authority, and treats most of his teammates as dead weight he was saddled with. Behind that aggression there is mostly a need to prove something, to a protocol that never quite took him seriously, and maybe to himself first of all.
His gameplay follows exactly that logic. None of his abilities guarantees a result: the decoy only fools people who believe it, the teleport only surprises people who did not hear it. Yoru does not win his duels with speed or damage, he wins them before they start, by planting false information in the enemy's head.
Yoru places or sends out an echo that turns into a double of himself; the double bursts into blinding light if enemies destroy it.
Yoru throws an unstable dimensional fragment that sets off a blinding flash shortly after hitting a hard surface.
Yoru sends out or places a dimensional beacon he can teleport to, or use as a teleport decoy.
Yoru slips into his own dimension, invisible and untouchable to enemies outside it, with the option to leave early.
A Fakeout sent down an angle nobody would ever use fools absolutely nobody. Send it along the entry route your team would actually take, at the moment the enemy expects to see someone come through. The lie only works when it looks like the truth.
The fragment has to bounce off a surface to trigger properly. Thrown into the sky or across open ground, it travels too far and blinds nobody. Find the usable walls on every entry angle and use them every time, that is what makes the flash unbeatable.
Most players send the rift out just before they teleport, which the enemy hears perfectly. Set it up ahead of time, during the quiet phase of the round: you keep the option to go in all at once, but also to peel out instantly if the duel goes badly.
Dimensional Drift makes you untouchable, not quiet. Running across a site during the ultimate is the same as announcing your position to the whole enemy team. Walk slowly, take the time to spot the positions, and only come back out when you are sure you win the trade.
Yoru is the hardest duelist in Valorant, for a reason that has nothing to do with raw mechanics. Unlike Jett, whose mobility produces an immediate effect, or Raze, whose explosives deal damage no matter what, none of Yoru's abilities guarantees a result. His decoy only works if the enemy believes it, his teleport only surprises people who did not hear it, his invisibility only helps if he moves in silence. Added in January 2021 and then reworked in depth, he rewards preparation and game reading far more than execution speed.
No, he is probably the least beginner-friendly duelist of the lot. His kit covers up no weakness and produces no automatic effect: where Raze deals damage without having to aim and Phoenix heals himself with his own ability, Yoru depends entirely on his ability to fool a human opponent. A player new to the game does not yet have the reference points to know what the enemy expects, which makes his decoys useless. Phoenix or Raze are far more rewarding first duelists.
The principle is to reproduce plausible behavior. A decoy sent down a corridor nobody ever uses will not fool any experienced player. Use it instead on the entry route your team would actually take, and at the moment the defense expects to see someone come through. Second important point: even when it is spotted, the decoy still pays off, since the player who shoots it down ends up blinded and revealed.
It makes him untouchable and visually invisible, but not silent. Footsteps are still heard by the enemy team, which is the main limit of the ability and the most common mistake among new players, who run across the site believing they cannot be detected. Used properly, walking slowly to spot the positions before picking an exit point, the ultimate remains an excellent information-gathering tool.
Ryo Kiritani is a Japanese agent able to punch openings between dimensions and travel through them. His writing rests on a solitary temperament and an openly hostile attitude toward teamwork, paired with a desire for recognition he never states outright. That tension between what he can actually do and the little regard he feels he gets is the through line of the character.