As part of a tactical gameplay transition, Veto, Valorant’s 29th agent, was released by Riot Games in October 2025. Veto is a Sentinel who can suppress utility and move them around the battlefield to disarray, and control the fight. He is designed in such a way that proper place, timing, and team coordination can lead to major rewards, a double-edged sword that can be used for defensive positioning or aggressive action requiring proper situational analysis.
Veto is originally from Senegal, and his lore highlights a mutagenic enhancement that allows him to render or “consume” the technology of other enemies. His kit encapsulates this lore’s emphasis on disruption and now offers teams a way to counter teams that heavily rely on deploying abilities to secure an advantage.
Veto’s kit plays a role in control and denial, as each ability can either hinder enemy movements or eliminate their utility. Veto’s kit provides a different layer of influence on how rounds are played out.
Ability Overview:
The abilities that Veto possesses can either eliminate an enemy artifact or slow the enemy movements, ultimately giving him a strong position of control.
Chokehold (Q)

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Chokehold deploys a stick trap that triggers when an enemy enters the trap. Once an enemy triggers the trap, it will root the enemy, silence them, and inflict Damage Over Time (DOT) through decay. The trap will become invisible after being deployed, and if it is not triggered, Veto or the team destroys it, it will stay active until either is destroyed.
The result will last for several seconds, giving the attacking team are refreshing couple of seconds where the enemy is partially disabled, now allowing the attacking team to gain entry and breaking coordination on their execution. Veto blockers are all dependent on how effective he is in placement; therefore, tight corridors, doorways, and choke points should really maximize the effects he provides. It is worthwhile to note that his device is destructible and ultimately does go inactive if Veto dies; therefore, if you are going to place him in a trap, make sure you are far and safe enough away to impact the moment, as his response actions can cost you time.
Crosscut (C)

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Crosscut gives Veto the ability to place two vortexes down on the map that allow for short-distance teleportation between the vortexes. Veto may teleport to a vortex if he is within range of the vortex with a line of sight.
This mechanic increases his overall mobility and allows Veto to reposition quickly for flanks, escapes, or rotations onto a site. Crosscut is useful, but the teleport will make noise, letting careless usage lead to getting exposed, so be mindful of overuse. Crosscut is especially powerful if one vortex is used to retreat to safety during a defensive round or to hold a post-plant position.
Interceptor (E)

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Interceptor is Veto’s signature ability, deploying a device that destroys enemy utility or other abilities to shut down coordinated pushes. While active, the device will destroy any projectiles that enter its area of effect, such as flashbangs, grenades, and recon bolts.
Interceptor is quite valuable at deterring enemies and ruining their pushes; however, Interceptor can be destroyed by enemies shooting it prior to activation or upgrades of the section cooldown time. How much value Interceptor generates is dependent on timing and how it is utilized, utilizing it around corners or off-angle trials to surprise enemies. Enemies can bait out interceptor activation by tractoring abilities as an obvious utility or move on a different route altogether.
Evolution (X) – Ultimate

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Veto’s ultimate ability, Evolution, activates his combat power. During this state, Veto will have regenerated health, improved durability, faster handling for weapons, and will be completely immune to debuffs or abilities. Veto will still take normal traditional damage from weapons.
The Evolution ability is best utilized during retakes on sites, nouns, while pushing through heavy or damaging utility abilities, and while anchoring during post-plant scenarios. Someone, while in the Evolution stat,e will be immune and allows Veto to push through smokes or flashes, etc, that typically stop a charge. While his ultimate is very strong, sometimes it’s ineffective if poorly timed and or if he is alone and isolated from teammates.
Strengths and Playstyle
Veto is a utility denial Sentinel agent and excels in defensive anchoring and support with offense. Veto’s abilities will delay pushes while disabling important enemy resources and creating opportunities for the team. The defensive skills, Chokehold and Interceptor, will stall attackers and allow for rotations to happen. The offensive abilities, Crosscut mobility, and Evolution will allow Veto to create an initiation to push through and back retake a site aggressively.
The key to mastering Veto is map awareness and team play coordination. While playing Veto and using his abilities won’t be utilizing them constantly but will depend on map awareness and knowing when and where to deploy them. Skilled players will use Interceptor to deny movement and set traps to make the flow of the battle favor their chances of winning and force enemies into predictable movements.
Map Synergies and Team Compositions
Veto thrives on maps featuring tight corridors or choke points such as Bind, Split, and Lotus, which heightens the level of control afforded by Chokehold traps and Interceptor placements.
He synergizes well with Controllers such as Omen or Astra, whose smokes can coordinate enemies into traps created by Veto, and with Duelists who can take advantage of a “cleared” area. Crosscut allows for Veto to be repositioned behind smokes or to flank enemies from angles they do not expect. Alternatively, he is a great support agent despite being classified as a Sentinel agent.
During the buy phase, Crosscut and Interceptor can be set to allow Veto to adapt to either an early push or site control strategies. Placing Chokehold traps in a few common areas or pathways for an entry can stall an attacker while weakening them before making contact. Communicating with teammates will ensure Veto’s suppression toolology is procured to the team’s control and utility, instead of inefficient overlap.
How to Beat Veto

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Beating Veto is predominantly centered around information, destruction, and unpredictability. Veto’s devices are destructible, and he can only place traps based on line of sight, so locating and demolishing them in the early stages of gaining plant information drastically limits the impact of Veto. Another plausible strategy is using either fake abilities or expendable abilities to bait Veto’s Interceptor before using actual executes.
In Evolution, engaging directly in combat is still the preferred option, as Veto’s immunity only counters debuffs and not bullets. Thus, teams that can utilize their utility over a wider area and mix it up with their entry paths can help slow the team’s success in suppressing the enemy. Agents that do not use the projectile for their abilities (i.e., instant smokes or auras) can also have immediate and sustained effectiveness against him.
Effect on Meta
The introduction of Veto is a big shift for Valorant’s meta. Veto puts strain on compositions that depend on heavy utility and forces teams to reposition themselves to a play-style of timing and aim rather than ability spam. Veto also increases the diversity of Sentinels by adding layers of control and mobility rarely seen in the class.
Although Veto is powerful, he emphasizes responsible placement and uses destructible equipment to ensure that counterplay exists. As player tendency to invent setups improves and the player learn to mitigate setups, Veto may create a new approach to map control, map pressure, and defensive stability for teams within ranked and pro play.
