© Riot Games. Used under Legal Jibber Jabber.Tell your team which opponents have been suppressed before they commit to a rush.
Use ZERO/point to test a contested position, flash for the entry and save FRAG/ment for the corner opponents must retreat into.
What each ability does and when to use it in a real match.
Throw a damaging field to drive defenders out of a hiding place.
Use a flash grenade to make a coordinated peek safer.
Throw a suppression blade that reveals whether opposing abilities have been disabled.
Emit repeated suppression pulses and enter a combat-enhanced state, creating pressure for the team.
NULL/cmd creates a strong window for coordinated aggression. Teammates should be nearby to take advantage of suppression and help if KAY/O goes down.
A suppression knife does not replace scouting every angle; gunplay and crosshair placement still matter.
Read the Volpedia tips on aiming, attacking and defending, then put the character’s abilities into practice.
Ability names and general game rules were checked against publisher materials and version-aware references on October 27, 2026. Strategy is original editorial guidance, not a live tier list. The current client may differ following balance updates.
Volpedia was created under Riot Games’ “Legal Jibber Jabber” policy using assets owned by Riot Games. Riot Games does not endorse or sponsor this project.