The informant who already knows where you are
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From the discovery of Radianite to the conflict between the two Earths, the complete timeline of the VALORANT Protocol.
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Tejo is a Colombian intelligence consultant, a veteran of a trade where you win by knowing exactly where to strike before the other side realizes it is the target. Riot Games has not released his real name.
Like Brimstone or Killjoy, he has no Radianite-based power. His effectiveness rests entirely on a ballistic guidance system he handles better than anyone, and on an ability to read a map like a firing plan. This is not improvisation: when Tejo calls in a strike, it was already planned.
That method produces a new kind of initiator. Where Sova gathers intel and Breach hits through the walls between him and his target, Tejo does not even need to be nearby. He marks points on a tactical map and lets his missiles make the trip. And like KAY/O, he can cut off enemy abilities, which makes him one of only two agents in the game with suppression.
Tejo targets up to two positions on the map, then sends autonomous missiles that detonate on arrival.
Tejo sends out and controls a stealth drone that, once triggered, suppresses and reveals the enemies caught by its pulse.
Tejo throws a sticky grenade that sticks to the first surface it hits and concusses the targets caught in the blast.
From a tactical map, Tejo draws a line between two points to unleash a wave of explosions along the whole path.
This is what sets you apart from Sova. The pulse strips the enemies it hits of their abilities for a few seconds, which is devastating against an entrenched Killjoy or Cypher. Send it onto the enemy setup just before the entry, not only to check whether the site is occupied.
Alternate fire makes the grenade bounce once before it sticks. That is what lets you reach the player posted behind a closed angle, the one you cannot aim at directly without exposing yourself. Get in the habit of using the bounce by default, the direct throw often forces you to step out.
Opening the targeting map cuts you off from the game for a moment. Decide in advance which two positions you are going to hit, typically the classic post-plant spots or the point where the enemy utility sits. A Guided Salvo launched without knowing what it is meant to clear does nothing.
The strike is visible before it lands, so the enemy has time to clear out. It is not a killing tool but an eviction tool: use it to empty a zone at the moment your team commits. Waiting for the ideal instant almost always means finishing the round without having used it.
Tejo is the seventh initiator added to Valorant, arriving in January 2025. What sets him apart is an artillery logic nobody else applies in the game: he marks positions on a tactical map and lets his missiles get there on their own, without ever needing a line of sight. On top of that sits a rare asset, suppression, which he shares only with KAY/O and which strips the enemies it hits of their abilities. That combination makes him the most effective agent on the roster against compositions dug in around a sentinel, since he can destroy enemy utility from a distance before the fight even starts.
He is an intermediate pick. His abilities call for no particular mechanical precision, which makes him simpler than Skye, but they do assume you know where to strike. A player who does not yet know the classic positions on a map will fire missiles at random and get nothing out of them. Tejo therefore becomes worthwhile once the common spots start to be familiar. To discover the role, KAY/O, Gekko and Breach remain more immediate.
A normal scan reveals a position, suppression stops the enemy from using their abilities for a few seconds. Tejo and KAY/O are the only two agents in the game with that effect. In practice, a well placed drone pulse stops a Sage from putting up her wall or a Killjoy from setting off her swarms at the exact moment of the entry. That is what makes Tejo particularly dangerous against defensive compositions built around a sentinel.
Yes, and it is one of its most profitable uses. The missiles deal damage in several pulses over the marked area, which lets you clear the gadgets the enemy team has placed from a distance, without ever exposing yourself or even being nearby. On a map where the defense always sets up in the same spots, preparing your two strike points before the round lets you open a site before the first teammate moves up.
He has no movement or escape ability at all. Once his missiles and his grenade are spent, he is left with his gun alone, with no way to disengage or protect himself. He is also completely vulnerable while flying his drone, since his body stays still. Tejo therefore has to be played from the back, letting the duelists exploit the openings he creates rather than trying to take them himself.