
Raze, Fade, Omen, KAY/O, Jett, Breach, Miks, and Killjoy are our most useful Agents to pair with Vyse in VALORANT Patch 13.05. Raze and Breach force movement through her traps, Fade supplies information and restraint, Omen covers the fight, KAY/O limits the enemy's answers, Jett converts the opening, Miks supports a coordinated duel, and Killjoy lets a two-Sentinel defense cover more of the map.
Last verified:
| Partner | Role | Best interaction | What the pair still needs |
|---|---|---|---|
| Raze | Duelist | Explosives force a trapped or slowed defender to move; Blast Pack converts the opening | Reliable cover and information |
| Fade | Initiator | Seize restricts movement inside Razorvine; Haunt and Prowler locate the follow-up fight | Entry speed and smokes |
| Omen | Controller | Paranoia and cover let teammates safely punish Shear, Arc Rose, or Razorvine contact | Reliable recon or clearing |
| KAY/O | Initiator | Suppression and flashes reduce ability counterplay during a Vyse timing | A mobile entry Agent |
| Jett | Duelist | Tailwind claims the space created by a flash or isolated target and gives Jett an exit | Clearing utility before entry |
| Breach | Initiator | Aftershock and Fault Line force a defender to move, wait, or take a disadvantaged duel | Information and flank coverage |
| Miks | Controller | Waveform cover and a planned stim, heal, or concuss window support the isolated fight | Dependable information |
| Killjoy | Sentinel | Remote alarms and area denial free Vyse to build a more active site trap | Attack-side entry and initiation |
The order is editorial, not a universal win-rate claim. Map, rank, platform, player comfort, and the other three Agents can change the best choice. The pair should solve a repeatable round problem without leaving the full composition missing cover, initiation, entry, or information.
Vyse creates short windows rather than permanent control. Shear briefly separates a player from the group. Arc Rose asks the enemy to turn, shoot, or risk a flash. Razorvine punishes movement but can be destroyed. Steel Garden jams enemy primary weapons after a visible windup, yet affected players still have sidearms and abilities.
A strong partner therefore does at least one of four jobs:
Direct combo value is only half the decision. If Vyse and a partner duplicate the same job, the remaining three picks must cover the missing roles. Use the map-by-map Agent guide to check whether the pair suits the battleground as well as the kit interaction.
Raze is the clearest damage partner. When Shear splits the entry from support, Paint Shells can remove the safe pocket behind that player. Razorvine discourages movement, while an explosive forces it; the defender must shoot the utility, absorb pressure, or take a duel while repositioning. On attack, Arc Rose or a teammate's recon can precede Raze's Blast Pack entry.
Timing: wait for the wall or a confirmed Razorvine contact before committing the grenade. Failure case: throwing both damaging tools at an empty choke leaves the defense with no second layer.
Fade makes Vyse's trap timing less speculative. Haunt or Prowler can expose where a defender is holding; Seize can keep a target near an activated Razorvine; Nightfall creates a broader execute or retake window. Vyse should place utility where Fade's information can be acted on, not on a separate site nobody is watching.
Timing: confirm the area, then activate the trap as Fade's team follows. Failure case: stacking Haunt, Prowler, Arc Rose, and Razorvine on the first empty corner wastes an entire execute.
Omen supplies what Vyse does not: repeatable vision control. Dark Cover can isolate the support angle while Vyse and a teammate fight the player caught by Shear. Paranoia travels through geometry and makes a triggered choke easier to swing. Shrouded Step can exploit a distracted defense, but the teleport should follow information rather than replace it.
Timing: smoke the trade path, then flash as the wall or Razorvine activates. Failure case: a smoke placed on the trapped player can give that opponent a safe pocket.
KAY/O combines suppression, a conventional flash, and area damage. ZERO/POINT can limit the abilities an isolated player or supporting group uses to escape; FLASH/DRIVE creates the swing; FRAG/MENT punishes a stationary pocket. NULL/cmd plus Steel Garden can create a strong team timing because the enemy may have fewer ability and primary-weapon answers.
Timing: use one disable to start the fight and preserve another for the trade. Failure case: Steel Garden and NULL/cmd do not remove sidearms, movement, positioning, or every pre-placed ability. Treat the combo as an advantage, not a round-ending cutscene.
Jett is the conversion pick. Arc Rose can pull a crosshair away, and Shear can reduce immediate support; Cloudburst and Tailwind then carry Jett into a tradeable first position. On defense, a Jett holding an aggressive angle can fall away after Vyse's utility confirms the push.
Timing: count the flash or wall trigger so Jett moves as the effect begins. Failure case: dashing before the first layer is cleared leaves Jett alone behind utility.
Breach complements a prepared Vyse setup because his utility can pass through surfaces. Aftershock can push a defender out of a pocket and into Razorvine pressure; Fault Line or Flashpoint creates the moment for teammates to swing a player separated by Shear. Rolling Thunder can start a larger site hit while Vyse holds the route behind it.
Timing: choose which ability displaces and which one confirms the duel. Failure case: overlapping Breach's concuss and Arc Rose without a teammate ready to peek spends two setup tools for no space.
Miks adds map-targeted Waveform cover and support utility built around a teammate. Harmonize can give Miks and an ally Combat Stim; M-pulse can be toggled between healing allies and concussing opponents. That makes him useful when a designated Duelist or rifle player will swing Vyse's contact instead of five teammates reacting independently.
Timing: agree before the round who receives the support and what signal starts the fight. Failure case: a team with no shared target wastes the paired stim and forces Miks to guess between healing and concussing.
Killjoy is less of a one-button combo and more of a composition partner. Her Turret and Alarmbot can watch a different lane while Vyse builds a reactive trap around Shear and Arc Rose. Nanoswarm provides another delayed damage layer, and Lockdown can force enemies toward prepared areas or off a site.
Timing: place the two Sentinels' utility where it reports or delays different routes. Failure case: stacking every device on one site makes the other side weak and can leave the attack with too little initiation.
| Plan | Five-Agent template | Why it works | Watch for |
|---|---|---|---|
| Ranked baseline | Vyse, Omen, Fade, Raze, Jett | Cover, information, direct displacement, and two ways to convert space | No passive global flank network; assign Shear or a player to the flank |
| Utility-heavy execute | Vyse, Omen, Fade, KAY/O, Raze | Layered information, suppression, flashes, cover, and forced movement | Requires clear comms so the team does not spend everything at once |
| Two-Sentinel map control | Vyse, Killjoy, Omen, Fade, Jett | Separates flank/alarm duty from Vyse's active site trap | One entry and one Initiator must carry more attack-side responsibility |
| Supported first duel | Vyse, Miks, Breach, Raze, Cypher | Map cover, paired support, displacement, entry, and persistent flank information | The team must decide whether M-pulse heals allies or concusses opponents before the fight |
These are templates, not prescriptions for every map. A three-site map may demand more persistent information, while a compact site can increase the value of Breach or Raze. Check the current map pool and adapt the fifth slot rather than forcing the same composition everywhere.
| Situation | Sequence | Why the order matters |
|---|---|---|
| Defensive isolation | Shear contact → Omen covers support lane → Raze or rifle swings | The wall creates the duel; cover prevents the immediate trade |
| Choke punishment | Confirm bodies → Razorvine activates → Raze grenade or Breach Aftershock pressures movement | Activation first makes the enemy's movement decision costly |
| Site entry | Fade clears first layer → Omen smoke → Arc Rose windup → Jett or Raze enters | Information protects the entry and the flash has someone ready to convert it |
| Steel Garden hit | Cover key support angle → Steel Garden begins → KAY/O limits abilities → team closes distance | The 4.4-second windup gives enemies time to leave unless exits and counter-utility are pressured |
For more ultimate interactions, use the current VALORANT ultimate-combo guide. Do not spend two ultimates simply because a pairing is listed; first ask whether one ultimate already wins the required space.
Raze is our best direct conversion partner because her damage forces movement through Vyse's short control windows. Fade is the better information-first partner, and Omen is the safer choice when the composition still needs a Controller.
Yes. Killjoy or Cypher can provide wider alarm and flank coverage while Vyse plays a more active trap. The tradeoff is attack-side role pressure: the remaining three Agents must still provide cover, initiation, and entry. Compare the full class in the current Sentinel directory.
Omen is the most flexible general answer because his cover and Paranoia support both a trap conversion and an attack execute. Miks is a strong coordinated alternative. See all current Controllers before matching one to the map.
No. Steel Garden has a visible 4.4-second windup and a 26-meter radius. Affected enemies lose access to primary weapons for the effect, but they retain sidearms, abilities, positioning, and teammate support. Pressure the exits and close the distance instead of waiting for the ultimate to win the round alone.
She can be, especially if you communicate one simple swing condition. Her value drops when the team ignores contact or when every setup is copied exactly. The broader solo-queue Agent guide weighs self-sufficiency against team utility.
Riot has announced Patch 13.06 for September 22. Recheck the official patch-note feed before applying any dated combo.
Posted On: September 4th, 2024