
Fade's Seize into Raze's Showstopper is the most direct ultimate-led combo in VALORANT Patch 13.05: Seize limits normal movement inside a small area, giving Raze a much cleaner rocket window. Breach's Rolling Thunder into Showstopper and Gekko's Thrash into Sova's Hunter's Fury are strong alternatives when your team needs to clear a larger site or punish a detained target through cover.
None of these sequences is an automatic kill. Destructible utility, movement abilities, spacing, cover, and a mistimed cast can break the play. The best combo is the one your team can call clearly without spending more ultimates than the round needs.
Last verified: — Season 2026 Act 5, Patch 13.05.
Best close-area setup: Fade Seize + Raze Showstopper
Best wide-site entry: Breach Rolling Thunder + Raze Showstopper
Best through-cover punish: Gekko Thrash + Sova Hunter's Fury
Best low-buy equalizer: Vyse Steel Garden + KAY/O NULL/cmd
Default rule: Commit the setup first; use the second ultimate only when it changes the round.
This guide uses “ultimate combo” for any coordinated sequence built around at least one ultimate. That distinction matters. Pairing a basic ability such as Seize, Gravity Well, or Slow Orb with a damaging ultimate often produces the same tactical window as a double-ultimate play for a much lower round cost.
The order below is an editorial ranking based on five questions: How reliably does the first ability create a window? How simple is the call? Can the follow-up reach through cover? How much counterplay remains? And is the result worth the utility spent? Map geometry and the enemy composition can move any pairing up or down.
If the role names in a composition are unfamiliar, start with our guide to how every VALORANT role works. A combo is easier to plan when everyone understands who gathers information, who controls space, and who converts the opening.
| Rank | Sequence | Best use | Main limitation |
|---|---|---|---|
| 1 | Fade Seize → Raze Showstopper | Punishing a known close-area target | Seize can miss, and cover can absorb the rocket |
| 2 | Breach Rolling Thunder → Raze Showstopper | Taking a site or retaking a broad lane | Mobile enemies can leave the path before impact |
| 3 | Gekko Thrash → Sova Hunter's Fury | Damaging a detained enemy through cover | Thrash is destructible and Sova still needs a clean line |
| 4 | Vyse Steel Garden → KAY/O NULL/cmd | Forcing a low-buy or close-range fight | Enemies keep sidearms and can leave before the jam |
| 5 | Cypher Neural Theft → Sova Hunter's Fury | Converting a reveal into wall damage | The reveal is a snapshot, not continuous tracking |
| 6 | Killjoy Lockdown + Brimstone Orbital Strike | Protecting a key zone or punishing one exit | Two ultimates are wasteful if Lockdown already clears the site |
| 7 | Astra Gravity Well → Brimstone Orbital Strike | Post-plant or a tight defensive pocket | The pull is brief and must begin before the strike lands |
| 8 | Sage Slow Orb → Brimstone Orbital Strike | Choke, plant, or defuse denial | Movement abilities can still escape the slow |
| 9 | Miks Bassquake → Raze Showstopper | Breaking a packed lane with displacement and sound denial | Knockback can move the target away from a pre-aimed rocket |
| 10 | Fade Nightfall → Neon Overdrive | Fast entry against deafened, marked defenders | Neon still needs line of sight and disciplined tracking |
Sequence: Fade confirms a close target with sound, a teammate's information, or Haunt, then throws Seize and calls the landing spot. Raze equips Showstopper during the throw and fires only after the tether forms. Aim at the floor or nearby cover rather than trying to hit a moving model directly.
Why it works: Seize limits normal movement out of its zone, making the rocket's splash easier to place. The defender can still avoid the setup if Seize misses, break line of sight behind solid cover, or use an applicable escape before the tether catches. Don't launch the rocket purely on a guessed corner.
Sequence: Breach draws the route and counts down; Raze equips the rocket just before Rolling Thunder travels through the contested lane. Raze should target an exit or knocked-up cluster, while the rest of the team clears the edges the ultimate does not cover.
Why it works: Rolling Thunder disrupts aim and movement across a broad path, giving Raze a safer entry. Patch 11.08 narrowed Rolling Thunder and shortened its concuss, so the cast direction matters more than older clips suggest. A defender outside the path, above its useful lane, or already rotating can still punish an unsupported Raze.
Sequence: Gekko drives Thrash from cover and pounces on the highest-value defender. The instant detain is confirmed, Gekko calls the exact location and Sova lines up Hunter's Fury through the shortest reliable wall path. Teammates should hold escape routes instead of crowding the same angle.
Why it works: Detain removes the target's normal weapon response while Hunter's Fury reaches through geometry. Thrash can be shot, dodged, or body-blocked from its preferred route, and Sova can miss if the location call is late. If teammates can safely swing the detained target, save Hunter's Fury for the next round.
Sequence: Vyse casts Steel Garden where its radius covers the fight, then KAY/O activates NULL/cmd as the team closes distance. Wait for the jam to take effect before committing to the deepest swing; the Steel Garden windup gives opponents time to run.
Why it works: Steel Garden locks affected primary weapons, while NULL/cmd pressures ability use and gives KAY/O a stronger close-range fight. This is especially threatening on a low-buy round. It is not a disarm: opponents retain sidearms and, outside suppression pulses, abilities. Treat the pair as an economic and space advantage, not permission to stop clearing corners.
Sequence: Cypher uses Neural Theft only after the team can act on the reveal. Sova centers the first Hunter's Fury blast on the initial snapshot, then adjusts for the target's likely path and the later reveal rather than firing three shots at the same outline.
Why it works: A global snapshot removes the guesswork from Sova's opening shot. The key limitation is that Neural Theft does not provide smooth, continuous tracking. Fast targets will move between pings, so Sova should predict the route or coordinate with a teammate holding the exit.
Sequence: Place Lockdown from defensible cover and watch how the enemy responds. Brimstone uses Orbital Strike only if it protects the device from a known destroy attempt, blocks the critical safe exit, or denies a plant or defuse that Lockdown cannot finish in time.
Why it works: The two zones can force a terrible choice, but the combo is often overused. If Lockdown already wins the space, Orbital Strike adds no value. Enemies may destroy the Lockdown, leave its radius, or wait out the clear. This pairing ranks lower because it demands strong reading of the round, not because its visual overlap looks impressive.
Sequence: Brimstone calls the target zone and begins Orbital Strike; Astra activates a pre-positioned Gravity Well just before damage becomes threatening. In post-plant, center the pull on the expected defuse position and hold the escape lane with a weapon.
Why it works: Gravity Well briefly pulls enemies toward its center and can make the first escape step slower and more predictable. Patch 11.08 shortened the Fragile window, so don't rely on an old timing guide. Agents with mobility may still escape, and the setup fails if Astra has no star placed in time.
Sequence: Sage places Slow Orb across the target's escape route, not directly on the point everyone already expects Brimstone to strike. Orbital Strike follows once the slow spreads. On a planted Spike, keep a second player watching for the early tap or wide exit.
Why it works: Slowed ground movement makes the damage zone harder to leave and can buy post-plant time even without a kill. Dashes, teleports, vertical movement, and an early rotation still beat it. If Slow Orb alone forces the opponent off the defuse, hold the ultimate.
Sequence: Miks aims Bassquake through the packed lane and calls the release. Raze equips Showstopper during the charge, but waits to see the direction of displacement before firing at the exit. The rest of the team should be ready to trade rather than watching the combo.
Why it works: Bassquake can knock back, slow, and deafen defenders, disrupting their spacing and response to Raze. The knockback is also the weakness: a rocket pre-aimed at the original position can miss. This is a lane-breaking sequence, not a fixed lineup.
Sequence: Fade casts Nightfall through the intended entry route and calls which defenders were affected. Neon activates Overdrive as teammates pressure the marked trails and block crossfires. She should clear one isolated duel at a time rather than sprinting through the center of site.
Why it works: Nightfall applies information and sensory pressure that helps Neon close distance. Patch 11.08 reduced Nightfall's affected width and the duration of Deafen and Marked, so the entry must begin immediately. Neon still needs line of sight, tracking, and support; a defender holding outside Nightfall can end the play.
Plan the round before the barrier drops. Check both teams' ultimate indicators, decide which objective the first ability must achieve, and name the condition that unlocks the follow-up. That prevents two teammates from reacting to the same target with expensive abilities at once.
The ideal pairing also changes with the map. Tight chokes reward area denial, while longer, split sites reward information and through-wall damage. Compare the current rotation in our best Agent for every map guide before forcing the same composition everywhere.
Good key placement makes the countdown easier to execute, but copying another player's layout is not required. Use our VALORANT keybind guide to build reachable binds, then focus on the shared call. For better decisions about when the enemy will commit, use the review method in our game-sense guide.
Fade Seize into Raze Showstopper is the clearest Patch 13.05 answer for a confirmed target in a small area. Breach and Raze cover a wider entry, while Gekko and Sova are better when a detained target is behind penetrable map geometry. Map, economy, and enemy mobility can change the choice.
No. One ultimate plus a basic ability often creates enough advantage and preserves more resources for the next round. Use a second ultimate only when it secures space, a plant or defuse, a high-value kill, or a round that guns are unlikely to convert safely.
Yes, if the sequence needs a short call and does not depend on a memorized team playbook. Ping the location, name the first ability, and count down. Seize plus Showstopper and Slow Orb plus Orbital Strike are easier to coordinate than a sequence involving several delayed effects.
No. A new Agent adds interactions, but reliability depends on the live kit and the map. Check the VALORANT Agent release timeline and current Riot notes rather than assuming an old clip still reflects the active patch.
Posted On: January 24th, 2025