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TDM redirects here. For other TDM-style game modes, see Escalation or Snowball Fight.


Team Deathmatch is a TDM-style game mode in VALORANT where two teams fight on a small map to get the most kills using a variety of weapons and their agents' abilities.

Summary[]

Team Deathmatch is a 5v5 game mode where players select their agent before going into game. Team Deathmatch has a 20-second pre-game phase and four main stages. Teams begin the match in their side's spawn room. Whilst inside the spawn room, both during pre-game and during the match, players can access their weapon loadout and modify which weapons they'll receive at each stage. Stage 1 is a sidearm-only stage, but for subsequent stages players will carry both their primary weapon of choice for that stage as well as their sidearm of choice for Stage 1.

Team Deathmatches are split into four stages; the first three stages are 75 seconds (1m 15s) each, and Stage 4 is 345 seconds (5m 45s). Each Stage changes the selection of guns players are allowed to take, as well as the weapons that spawn from weapon spawners. When a new stage begins, players will be prompted to switch to their next weapon, and will be forced to equip it after a short duration. Upon being killed, players will respawn 1.5 seconds later in their team's spawn room. Whilst remaining in the spawn room, they will be kept invulnerable for 15 seconds but after this they will start to take damage from staying in the room.

Players have immediate access to their basic and signature abilities and spent charges will recharge over time, with recharge rates varying depending on the ability. Players gain access to their ultimate by charging it up with points gained from kills (3 points) or collecting Ultimate Orbs (10 points). Some agents need more points than others to charge their ultimate, however the differences in agents' ult costs for Team Deathmatch are not relative to the differences agents have with their ult costs in standard play.

Once a team reaches 100 kills, they will win the match. If the match reaches the end of Stage 4 without either team reaching 100 kills, the team with the most kills will be declared the winner. If both teams are tied on kills instead, the match is declared a draw.

Loadout[]

Each player carries a melee, a sidearm based on their Stage 1 choice, and, after Stage 1, a primary weapon based on the current stage and the player's weapon of choice for that stage. The amount of shields a player has each stage depends on the gun they have chosen for that stage. All weapons from standard loadout have standard ammo and infinite magazines.

Stage 1
Classic
Classic
Light Shields Light Shields
Frenzy
Frenzy
No Shields
Ghost
Ghost
No Shields
Stage 2
Sheriff
Sheriff
Light Shields Light Shields
Stinger
Stinger
Heavy Shields Heavy Shields
Ares
Ares
Light Shields Light Shields
Stage 3
Spectre
Spectre
Heavy Shields Heavy Shields
Ares
Ares
Heavy Shields Heavy Shields
Bulldog
Bulldog
Heavy Shields Heavy Shields
Guardian
Guardian
Light Shields Light Shields
Stage 4
Phantom
Phantom
Heavy Shields Heavy Shields
Vandal
Vandal
Heavy Shields Heavy Shields

Weapon spawners[]

InGame Team Deathmatch Weapon Spawner

A weapon spawner, spawning Marshal, in Piazza

Guns can also be picked up from weapon spawners located around the map. The guns available at these spawners change depending on the current stage. In the event of stage change upon using a weapon from the spawner, the player can choose to change to the stage change's gun or stick to the current gun picked up from the spawner. Players can return to their chosen loadout by dropping the gun (which in this case can no longer be picked back up) or by depleting all bullets from the gun they picked up. Unlike the standard loadout, most of these guns have standard ammo (with the exception of Odin), but lesser reserves than usual compared to standard gameplay.

Stage 1
Shorty
Shorty
Ammo 2 ammo, 6 reserve
Sheriff
Sheriff
Ammo 6 ammo, 12 reserve
Stinger
Stinger
Ammo 20 ammo, 60 reserve
Stage 2
Bucky
Bucky
Ammo 5 ammo, 5 reserve
Spectre
Spectre
Ammo 30 ammo, 60 reserve
Bulldog
Bulldog
Ammo 24 ammo, 24 reserve
Marshal
Marshal
Ammo 5 ammo, 5 reserve
Stage 3
Judge
Judge
Ammo 7 ammo, 7 reserve
Phantom
Phantom
Ammo 30 ammo, 20 reserve
Vandal
Vandal
Ammo 25 ammo, 25 reserve
Outlaw
Outlaw
Ammo 2 ammo, 6 reserve
Stage 4
Judge
Judge
Ammo 7 ammo, 7 reserve
Operator
Operator
Ammo 5 ammo, 3 reserve
Odin
Odin
Ammo 100 ammo, 0 reserve

Abilities[]

Most agents start the match with one full charge of their signature ability (plus 50% progress on the next charge if their signature has more than one charge available) and 50% progress towards the first charge of their basic abilities. Astra icon Astra gains two full charges of her Stars Stars instead.

After casting abilities, they will recharge over time, with recharge rates varying depending on the type of ability. Abilities that can be recalled in combat go on cooldown for 5 seconds when recalled. Astra icon Astra's Stars Stars will go on a 20-second cooldown if Nebula - Dissipate Dissipated. Gekko icon Gekko's Globule abilities will go on a 3-second cooldown if successfully reclaimed.

Players gain access to their ultimate by charging it up with points gained from kills (3 points) or collecting Ultimate Orbs (10 points). Some agents need more points than others to charge their ultimate, however the differences in agents' ult costs for Team Deathmatch are not relative to the differences agents have with their ult costs in standard play.

Ability Cooldowns for Agents in TDM
Agent Ability Cooldown
(per use;
seconds)
Astra icon Astra Gravity Well Gravity Well 36
Nova Pulse Nova Pulse 29
Nebula - Dissipate Nebula 65
Stars Stars 36
Breach icon Breach Aftershock Aftershock 58
Flashpoint Flashpoint 44
Fault Line Fault Line 55
Brimstone icon Brimstone Stim Beacon Stim Beacon 44
Incendiary Incendiary 54
Sky Smoke Sky Smoke 74
Chamber icon Chamber Trademark Trademark 46
Headhunter Headhunter 9
Rendezvous Rendezvous 51
Clove icon Clove Pick-me-up Pick-me-up 29
Meddle Meddle 44
Ruse Ruse 65
Cypher icon Cypher Trapwire Trapwire 29
Cyber Cage Cyber Cage 58
Spycam Spycam 22
Deadlock icon Deadlock GravNet GravNet 51
Sonic Sensor Sonic Sensor 36
Barrier Mesh Barrier Mesh 116
Fade icon Fade Prowler Prowler 36
Seize Seize 48
Haunt Haunt 48
Gekko icon Gekko Mosh Pit Mosh Pit 54
Wingman Wingman 48
Dizzy Dizzy 44
Harbor icon Harbor Cascade Cascade 73
Cove Cove 58
High Tide High Tide 131
Iso icon Iso Undercut Undercut 62
Contingency Contingency 44
Double Tap Double Tap 51
Jett icon Jett Cloudburst Cloudburst 29
Updraft Updraft 44
Tailwind Tailwind 44
KAYO icon KAY/O FRAG-ment FRAG/ment 54
FLASH-drive FLASH/drive 44
ZERO-point ZERO/point 58
Killjoy icon Killjoy Nanoswarm Nanoswarm 54
Alarmbot Alarmbot 44
Turret Turret 36
Neon icon Neon Fast Lane Fast Lane 44
Relay Bolt Relay Bolt 55
High Gear High Gear 22
Omen icon Omen Shrouded Step Shrouded Step 33
Paranoia Paranoia 73
Dark Cover Dark Cover 65
Phoenix icon Phoenix Blaze Blaze 48
Curveball Curveball 44
Hot Hands Hot Hands 54
Raze icon Raze Boom Bot Boom Bot 48
Blast Pack Blast Pack 26
Paint Shells Paint Shells 58
Reyna icon Reyna Leer Leer 51
Devour Devour 44
Dismiss Dismiss 44
Sage icon Sage Barrier Orb Barrier Orb 94
Slow Orb Slow Orb 51
Healing Orb Healing Orb 22
Skye icon Skye Regrowth Regrowth 65
Trailblazer Trailblazer 51
Guiding Light Guiding Light 44
Sova icon Sova Owl Drone Owl Drone 51
Shock Bolt Shock Bolt 26
Recon Bolt Recon Bolt 48
Viper icon Viper Snake Bite Snake Bite 54
Poison Cloud Poison Cloud 44
Toxic Screen Toxic Screen 80
Yoru icon Yoru Fakeout Fakeout 58
Blindside Blindside 44
Gatecrash Gatecrash 51
Ultimate Cost for Agents in TDM
Agent Ultimate Ability Ultimate Cost
(points)
Astra icon Astra Cosmic Divide Cosmic Divide 90
Breach icon Breach Rolling Thunder Rolling Thunder 80
Brimstone icon Brimstone Orbital Strike Orbital Strike 80
Chamber icon Chamber Tour De Force Tour De Force 70
Clove icon Clove Not Dead Yet Not Dead Yet 70
Cypher icon Cypher Neural Theft Neural Theft 50
Deadlock icon Deadlock Annihilation Annihilation 60
Fade icon Fade Nightfall Nightfall 80
Gekko icon Gekko Thrash Thrash 70
Harbor icon Harbor Reckoning Reckoning 90
Iso icon Iso Kill Contract Kill Contract 60
Jett icon Jett Blade Storm Blade Storm 60
KAYO icon KAY/O NULL-cmd NULL/cmd 70
Killjoy icon Killjoy Lockdown Lockdown 80
Neon icon Neon Overdrive Overdrive 60
Omen icon Omen From the Shadows From the Shadows 60
Phoenix icon Phoenix Run it Back Run it Back 70
Raze icon Raze Showstopper Showstopper 80
Reyna icon Reyna Empress Empress 80
Sage icon Sage Resurrection Resurrection 50
Skye icon Skye Seekers Seekers 70
Sova icon Sova Hunter's Fury Hunter's Fury 70
Viper icon Viper Viper's Pit Viper's Pit 90
Yoru icon Yoru Dimensional Drift Dimensional Drift 60

Orbs[]

Each map contains several orbs that players can run over to gain their effects for themselves and their team by generating a zone that allies can enter to also receive its effects. Team Deathmatch has two types of orbs:

  • TX Icons TDM HealingOrbs Recovery Orbs: Grants a 6-second buff that restores Health and, depending on the player's loadout, shields
    • Each Recovery Orb respawns every 30 seconds
  • TX Icons TDM UltOrbs Ultimate Orbs: Grants 10 points towards the player's ultimate charge
    • All Ultimate Orbs spawn onto the map together periodically

Maps[]

Main article: Maps → Team Deathmatch

Team Deathmatch is played on maps created specifically for the mode. Max Bot himself is used as the game mode's announcer and has a visible presence in the maps' spawn rooms.

Update History[]

v8.01
  • Bugfix Buff Fixed a bug where, if the Outlaw was picked up from a weapon spawner, it had no reserve ammunition.

v8.0

v7.10

v7.0

Added Added


Gallery[]


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