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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


  1. Round starts -> Cast [C] Blister

    Beetle to scout the entry path

  2. Info confirmed -> Cast [Q] Buzz

    Swarm to confirm exact positions

  3. Cast [E] Hyllus Jumper to displace

    defenders

  4. Duelists push on displaced enemies

  5. Save [X] Bugsbel Tower for pivotal

    round moments

Defend Side


  1. Round starts -> Cast [Q] Buzz Swarm to delay

  2. the entry push

  3. Cast [C] Blister Beetle to cover flanks and chokes

  4. If site is lost -> Save [E] Hyllus Jumper for retake

    scouting

  5. Deploy [X] Bugsbel Tower when the team needs to

    swing

Examples with agents

With Neon


  1. Cast [Q] Buzz Swarm

    into site first

  2. Info confirmed ->

    Neon dashes in on the

    reveal window

  3. Cast [C] Blister Beetle

    mid-run to seal off the flank

With Raze


  1. Cast [C] Blister Beetle to block

    the escape route

  2. Cast [Q] Buzz Swarm to flush enemies

    into Raze grenades

  3. Raze satchels in -> Drop [X] Bugsbel

    Tower on landing to lock down the site

With Breach


  1. Cast [E] Hyllus Jumper to reveal

    exact position

  2. Breach Fault Lines the confirmed

    location

  3. 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:

https://www.youtube.com/watch?v=OtiN-CFyCmU*

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costume and color palette

cultural references

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