Description: shoot a beetle projectile in a straight line,
when enemies get close to it, make a buzzing noise and
deafen the enemies until broken or gotten out of range of.
It only stays active for 12 seconds and hides if there are no
enemies in its effective range
Deafen sfx can be seen here https://youtu.be/OtiN-CFyCmU?si=0gm8i3pu7EnvFXr6&t=552
Design Intent: a passive tripwire shot as a dart that trades damage for sensory disruption. It sits in space and
punishes pushes by stripping sound, no footsteps, no utility audio, no callouts breaking the info loop that
aggressive plays depend on
Infinite projectile range lets Ento place it deep into a site or chokepoint like a persistent threat. The 8m
proximity trigger is wide enough to demand deliberate routing around it, not casual sidesteps. The 1.8s deafen
is short enough to require teammate follow-up rather than winning alone
Two charges at 200 credits means it's an every-round buy and is designed to be map furniture both teams play
around all game, not a highlight-reel tool
Counterplay: shoot it before pushing, route around the 8m radius, or tank the deafen and break it fast
Cost: 200 credits
*ability shot towards the ground, pink orb is a smoke
C - [Blister beetle/bug(how players could call it)]
Stat
Cooldown
Charges
Range
Duration
Radius
Value
no cooldown
2
infinite
1.8 seconds
8 meters

ABILITY ROSTER
Description: hurl a pulsing beetle egg that hatches on impact, sprouting a tall pillar of insects. Enemies caught
within range are swarmed, which is a new effect I came up with. It makes their screen edges crawl with bugs,
their crosshair slightly drifts randomly, and any ability they try to use has a chance to cancel mid-activation.
It just makes you unreliable if you get hit by it
Cost: 6 orbs
*not actual size this is just a sketch
stun crosshair sway can be seen here but without the stun and with more sway + swarmed effect
https://youtu.be/OtiN-CFyCmU?si=JEjFFdZdGX0zn3P5&t=1434
most of the Ult can’t be visualized through other abilities but is pretty easily described through words + my gif
Design Intent: A 6-point ult that wins not by killing but by making enemies untrustworthy to themselves.
The crosshair drift is enough to punish confident sprays but not enough to make shooting impossible a skilled
player can still fight through it, they just can't be certain. The ability misfire is the real bite: a Raze grenade that
doesn't pop, a Sage wall that doesn’t build, a Brimstone molly that cancels doesn’t bloom, all on a 40% dice roll
inside the radius and at 60% at the core. It's designed to be terrifying on planted spike situations.
Defenders trying to defuse or retake through the tower are suddenly gambling with their utility and
shooting at the worst possible moment
Counterplay: clear the radius before committing ability usage, defuse from outside range if possible, or run
out of it as it deploys
X - [Tower of BugsBel] (Ultimate)
Stat
Orb Cost
Deployment Time
Duration
Radius
Value
6 orbs
2.6 seconds
8 seconds
16 meters

Drone ping effect can be seen here https://youtu.be/OtiN-CFyCmU?si=JEjFFdZdGX0zn3P5&t=1434
Design Intent: The core idea is incremental commitment. Unlike fire and forget initiator tools, you invest one
hop at a time each LMB press risks the player getting caught out more and forces one of his teammates to cover
for him. The 3-jump limit and wall-sticking between jumps means enemies can spot and destroy it mid-sequence,
creating a real tension loop rather than guaranteed intel
The wind-up prevents panic usage, this is a setup tool, not a reactive one. The 20m falloff keeps it site-specific
rather than a global scanner. The reveal is tight enough to require coordinated follow-ups, rewarding team play
over solo fragging
Counterplay: shoot it off the wall between jumps, bait all 3 hops into a dead angle, or rotate before teammates
can capitalize on the brief reveal window
At 400 credits with 1 charge, it kinda plays like the owl drone from Sova which is a great information tool if used
correctly with a skill ceiling to how people use it
Cost: 400 credits
*3 bounces but could do less if spots an enemy
E - [Hyllus Jumper/Spider(how players could call it)] (Signature)
Stat
Cooldown
Charges
Wind up time
Bounce range
Scan duration
Value
no cooldown
1
0.8s to 1s
20 meters
around 0.8s to 1.2s

Description release a small swarm of insects that drifts
slowly forward in a straight line even through walls.
Any enemy it passes through gets a brief screen distortion
and a directional audio buzz, revealing their position to
teammates for 1 second similarly to a Cypher camera or
Tejo drone ping
Cost: Signature ability so it’s free
*green block is a viper wall
Pin effect can be seen here https://youtu.be/OtiN-CFyCmU?si=77VL-DXGq-n0nzLg&t=1579
Design Intent: spammable enough to throw into a site every round as a free pre-entry check.
The slow drift is the key design decision, it gives enemies a visible moment to back out before contact,
but backing out is itself information as you can hear steps. A site that suddenly goes quiet after a buzz
swarm is thrown tells Ento's team just as much as a confirmed reveal would.
The primary use is proactive: throw it before committing to a push, let it do the work, then act on whatever it
tells you. But the slow travel speed also creates reactive value as if you hear a rush or suspect a lurk mid-round,
throwing it into the noise can confirm or deny without burning a more expensive ability. It doesn't win duels
on its own, which is the point.
It's a low-cost information layer that stacks with the Blister Beetle and Hyllus Jumper to build a picture of enemy
positions over the course of a round
Counterplay: back out before the swarm reaches you, shoot it down before it enters the space, or push through
fast and accept the brief 1s exposure window risky but sometimes the right call if timing is on your side
Q - [Buzz swarm]
Stats
Cooldown
Charges
Range
Drift speed
Value
60s
1
20 meters
4 m/s

AGENT OVERVIEW
Agent Name: Elijah Nyembe
Codename: Ento
Country of Origin: South African
Role: Initiator
Archetype: Utility-first and team enabler
agent silouhette holding an operator

DESIGN PILLARS
1. Constant information gathering Gather intel on enemy positions and setups before teammates push,
reducing guesswork on site entry (similar on some points to sova…)
2. Clearing chokepoints Break enemy entrenched setups especially around chokepoints or through smokes so
duelists can capitalize on openings created
3. Team Dependency Abilities shine brightest when coordinating with teammates; weak when played solo
(…and on others to breach)
LORE & BACKGROUND
Tone: frustrated but still young and full of hope
Motivation: show that nature matters to them and they will defend their own
Flaw: will take decisions on a whim without anyone knowing
Relationships: gets along great with Skye/Harbor doesn’t trust Chamber(nature vs tech)
also doesn’t like how much intel Cypher has on him, gets coached by Sova but is generally
trying to playing it pretty chill with everyone until getting into crucial or stressful situations
Visual Design References (placeholder -> swap with final art)
Personality & Voice
Origin Story: Ento grew up in natural reserves in South Africa, and as the son of forest rangers he was
very close to nature and especially his favourite little critters, bugs. After his parents died in an altercation
with poachers in which he got severely injured and stranded in a cave, his radianite powers awoke in him
and made him a Radiant and he was lifted out of the cave by a swarm of beetles. He was recruited by
VALORANT Protocol for their unique ability to control bugs with whom he shares a special bond.
Alpha version quote:
"Bliksem!!! I will not let them poach our radianite any longer"
Omega version quote:
"A termites nest dies if the termites aren’t fed, eishhh we must go feed somewhere else"
AGENT SYNERGIES & COUNTERS
Synergies
Agent
Waylay / Neon
Astra / Viper
Reason
Duelists that capitalize immediately on scouting info and can use the fact that the defenders
are deafened
Layered denial on site. This agent opens an entry then controllers lock defenders out post-plant
while still gathering info
Counters
Agent
Cypher
Chamber
Sage
Reason
Tripwires and cams provide redundant info that nullifies scouting advantage. Hard to push
through setups unless you can spot the utility
High mobility teleport negates displacement abilities. Can reposition out of effect zones
easily
Walls block ability pathing. Slow grenade punishes grouped teammates following up on
openings
PLAYER USAGE GUIDE
Do
Communicate ability casts to team before
using
Cast [C] Blister Beetle before a duelist
commits to entry
Cast [Q] Buzz Swarm proactively before
the push, not during
Save [E] Hyllus Jumper for retakes if site
is lost
Place [C] on flanks and chokes at round
start every round
Coordinate [X] Bugsbel Tower with a
full team execute or in post-plant situations
Play off-angle after casting let the ability
do the work and don’t give away your position
Don't
Use [E] as a panic button it needs setup and
teammate follow-up
Waste [C] without a duelist or a teammate
ready to act on the info
Fire [Q] Buzz Swarm into a site you're not
committing to
Play as a frager, your value is creating
opportunities, not taking them
Dump [X] when the team is already winning
the round
Chase kills after a reveal call it out and let
teammates trade and swing together or enable others
Description: a little spider that Ento sends out from
his wrist where he aims (like Tejo stun) but sticks to a
wall like a Cypher camera,left mouse button can be
pressed again for the spider to jump again up to 3 times,
until it detects an enemy(first one on screen). When an
enemy is scanned reveal him and all other enemies in the
spiders sightline for a bit less time then the duration as a
fade haunt (like around 0.8-1.2 seconds)
ABILITY COMBO FLOWCHART (default use)
Attack Side
Round starts -> Cast [C] Blister
Beetle to scout the entry path
Info confirmed -> Cast [Q] Buzz
Swarm to confirm exact positions
Cast [E] Hyllus Jumper to displace
defenders
Duelists push on displaced enemies
Save [X] Bugsbel Tower for pivotal
round moments
Defend Side
Round starts -> Cast [Q] Buzz Swarm to delay
the entry push
Cast [C] Blister Beetle to cover flanks and chokes
If site is lost -> Save [E] Hyllus Jumper for retake
scouting
Deploy [X] Bugsbel Tower when the team needs to
swing
Examples with agents
With Neon
Cast [Q] Buzz Swarm
into site first
Info confirmed ->
Neon dashes in on the
reveal window
Cast [C] Blister Beetle
mid-run to seal off the flank
With Raze
Cast [C] Blister Beetle to block
the escape route
Cast [Q] Buzz Swarm to flush enemies
into Raze grenades
Raze satchels in -> Drop [X] Bugsbel
Tower on landing to lock down the site
With Breach
Cast [E] Hyllus Jumper to reveal
exact position
Breach Fault Lines the confirmed
location
Plant [X] Bugsbel Tower post-plant
-> Breach Rolling Thunder pushes
retakers through it
Balance Levers
Target Benchmarks
The primary tuning knobs for this agent are:
[C] player ability positioning and range of ability
[E] pathing and how much this ability clears
[Q] cooldown
[X] orb cost calibrates ultimate frequency
This agent's value should appear in round-win % over KDA aka a successful game = low kills, high win
contribution (good KDA in terms of fragging in terms of trades or clutches could push up the metric even higher)
Metric
Target pick rate
Target win rate
KDA
ACS
Target
~12.5%
~50% will probably be lower
1.1 - 1.3
200 - 220
All balance numbers are design targets subject to iteration. Visual elements (gifs, concept art) are placeholder and all final
assets can be dropped in at any time
This project is a personal portfolio piece and is not affiliated with, endorsed by, or created in collaboration with Riot Games.
All work presented is independently produced and intended solely for demonstration purposes
*Credits for the clips of gameplay go to Syrekx on youtube from this video:
costume and color palette
cultural references
designer's note