Valorant Spike basics: where to plant, disarm timer, radius, more - Dexerto

Valorant Spike basics: where to plant, disarm timer, radius, more

Published: 23/Apr/2020 8:53

by Andrew Amos


Planting the Spike in Valorant is easy, but doing it right can be the difference between winning and losing the round. If you were handed the daunting task of doing just that, here’s a quick guide so you can secure an easy victory.

The Spike is the core objective in Valorant. While getting kills gets the job done sometimes, planting the Spike not only gives Attackers an injection of money, but also puts pressure on Defenders.

However, a poorly placed Spike can be the difference between winning and losing not only the round, but the game. So, next time you get trusted with planting, follow our guide, and you’ll never lose a retake again.

Riot Games
Valorant’s core gameplay revolves around attacking and defending each site.

How long does it take to plant and disarm the Spike in Valorant?

Attackers will need four seconds to plant the Spike. You have to finish the plant before the round timer eclipses 0:00, else the Defenders will win the round. You also have to do the plant in one charge ⁠— you can’t plant for two seconds, stop, and restart from two seconds.

Defenders will need 7.5 seconds to disarm the Spike fully. There is no way of speeding up the disarm like CS:GO, where players can buy defuse kits. However, you can disarm the Spike halfway and retain progress.

The Spike ticks at a different rate depending on how close it is to exploding. From 25 seconds onwards, it’ll tick twice as fast. It’ll then pick up pace at 35 seconds, then 40 seconds yet again.

The Spike takes 45 seconds to explode, so defenders will need to start the disarm before 37.5 seconds elapses. Counting the pace of the ticks is a surefire way to know how long on the clock you have left.

Riot Games
It takes 4 seconds to plant the Spike, but 7.5 seconds to disarm it.

What is the safe radius of the Spike explosion?

The Spike explosion radius doesn’t yet have a confirmed measurement in units, but a good guide is your footstep markers.

On the minimap, there’s a small circle around your character. This is a marker as to where you can be heard on the map. If you run so the Spike is outside of that circle, you won’t take any damage from the explosion.

If you are inside that, you’ll take damage, but it falls off the further away you are from the Spike. So, if you need to stay on site for as long as possible but have a lot of health, you shouldn’t need to worry about dying to the explosion.

Riot Games
If you are full health, unless you are on site, you’ll be pretty safe from the Spike explosion.

Best Spike placements for every Valorant map

As always, there’ll be good places and bad places to plant the Spike. If you plant it in a place you can’t defend it from, it’ll be easy for the Defenders to sweep in and get the disarm.

Here’s a list of default plant spots for every site, as well as some other options if you need to change it up.


A Site

  • Inside Tetris for default
  • Behind Truck for second default
  • Under Heaven if Defenders are pushing from connector

B Site

  • Behind the crate, facing attacker spawn, for default
  • Behind the crate, facing Hookah, if Defenders are coming from defender spawn.
  • Back of site, if Defenders are pushing from Hookah and connector.


A Site

  • Back of site, behind either box, for default.
  • Front of site, in front of the far-left box, if you need to rush a plant.

B Site

  • Behind site box for default.
  • Underneath Rafters, if you want to cheese Defenders.


A Site

  • Behind box for default.
  • Under Heaven if Defenders pushing from banana or tunnels.

B Site

  • Left hand side of main entrance for default.
  • Right hand side, if Defenders are rotating from C.
  • Back of site, if you have Gong control.

C Site

  • In tetris for default.
  • Back of site, behind two-stack box, for long hold.

If you are struggling getting the hang of it though, you can always test things out in the in-game Plant and Disarm practice mode.

Once you nail down timings and placement, you’ll find that planting, defending, and even retaking sites, will be a lot easier.


All Agent buffs and nerfs in Valorant update 1.11: Killjoy, Breach and Cypher

Published: 27/Oct/2020 17:33

by Lauren Bergin


While Skye is clearly the most exciting aspect of the new Valorant 1.11 update, let’s not forget the other agents who have received some attention this patch. 

Patch 1.11 has seen a wealth of updates to the Valorant world but the game’s newest agent, Skye, has certainly managed to steal the limelight from her fellow agents. Hailing from Australia and taking the concept of eco warrior to a whole new level, Skye is certainly something to be excited about.

Yet there a lot of other things to be excited (and slightly disappointed) over regarding the game’s newest patch. S-Tier character Cypher has seen some game-changing nerfs that may possibly end his current reign of terror, and there’s been a bit more balance introduced to stabilize Killjoy and Breach.

So yes, get excited about Skye but spare a thought to some of our favorite Sentinels and Infiltrators. Check out the full patch notes for all of the information regarding some of our favorite agents.

Breach's abilities in Valorant.
Riot Games / Dexerto
Breach is one of the three Agents to receive significant adjustments.

Agent Changes:



The main change to the Infiltrator class comes in the form of changes to Breach. The increase in his Full Flash time from 1.75 – 2 makes him a slightly less dominant force, but he still remains one of the game’s most powerful agents.

  • Breach: Full flash time increased from 1.75 >>> 2

Read more: Valorant players call for big changes to Rank system in Act III.



It’s the Sentinel class, however, that’s seen the biggest amount of adjustment this time around. This was to be expected, considering Killjoy was earning a bit of a reputation for being overpowered. The main changes taking place are to her turret, which as less cooldown but a now deactivate when she moves out with a 40m radius of the tiny bundles of bullet infested joy.

This also applies to her Alarmbot, which has seen significant buffs. The cooldown of the Alarmbot after pickup has been reduced from 20 seconds to 7, with the radius at which they are detected being decreased from 9m to 7m.

A final change has been made to her Nanoswarm, whose detection range has been decreased from 5m to 3.5m but the damage has been buffed from 40/s to 45/s. The damage also ticks much more smoothly, ending the burst damage that the Nanoswarm does and simplifying how it does damage.

Deactivation Range

  • Alarmbot and Turret now deactivate if she is more than 40m away from them—reentering the 40m range reactivates her little friends.


  • Cooldown after pickup reduced from 20 seconds >>> 10 seconds


  • Range at which Nanoswarm can be detected decreased from 5m >>> 3.5m
  • Damage increased from 40/s >>> 45/s
  • Damage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every ¼ of a second


  • Range at which Alarmbot can be detected decreased from 9m >>> 7m
  • Cooldown after pickup reduced from 20 seconds >>> 7 seconds.

    Killjoy Valorant
    Riot Games
    Killyjoy, Valorant’s most recent addition, has received a lot of attention this patch.


The other agent who has seen quite significant nerfs is Cypher, whose Trapwire and Spy Cameras are now visible and destroyed after the agent is killed. This ends his reign of silent terror, allowing the other agents to tread a little heavier – but not too heavy, after all.

  • Trapwire – disabled and revealed upon death.
  • Spy Cameras – disabled and revealed upon death.

So while Skye is a particularly exciting new addition to the Valorant agent roster, this collection of buffs and nerfs could see the game’s meta start to change. It’ll be exciting to watch how the meta changes around Skye and changes to adapt to these new buffs and nerfs, and this is made even more exciting by the imminent esports scene. Strap in, it’s going to be wild.