15th April 2020 – 5:33am
Sage is one of Valorant basic Agent. She’s a Sentinel who doesn’t shine particularly in combat but whose support abilities make it mandatory in any team composition.
Sage is the only agent able to heal allies, even to bring them back to life. That’s why it’s better to play her in the backline.
Before anything else, we advise you to familiarise yourself with Sage's abilities.
Sage's abilities are easy to master. Most of them are quite straightforward: you heal with the Healing Orb or you slow down with the Slow Orb.
The uses of theHeal Orb being limited, you would rather use them as late as possible. Don’t heal an ally who still has more than 80 health points, it’s generally not worth it. Don’t wait too long either or it will be too late. Ideally, you’ll aim to heal an ally as soon as they have less than 40 health points.
Barrier Orb , on the other hand, is more interesting. This is the only ability capable of creating an impassable wall, which can radically change the way we consider the map. Even if the wall is destructible, it’s necessary to use a lot of ammunition to destroy it. And that’s not to mention the noise made by the weapons during the demolition endeavour.
This wall can also be used to boost you or your allies, to climb different obstacles. By using it that way, you won’t be able to use it as a cover, but you’ll gain the surprise potential, as Jett and her Tailwind.
As its name suggests, Sage’s Ultimate ability brings a dead ally back to life during the round. It’s an ability that can become decisive in a round, but it’s very easy to misuse it. There are two traps to avoid.
The first one is to use Resurrection as soon as one of your allies dies. Resurrection should ideally be used to gain numerical advantage when enemies outnumbers you. If you’re the last member of your team and none of your opponents have been killed, there is no need to bring one of your allies back to life. This ability is too precious to be used during a round lost in advance.
The second trap is to use Resurrection without knowing the opponent’s position, or worse, in front of them. There is a channel of several seconds before your ally can play again. During this channel, a crystal forms where the corpse was. If an opponent destroys the crystal before your ally returns, the ability is canceled. Protect this crystal as much as possible.
Even in attack, Sage should never be played on the front line. Use her abilities to keep your allies alive. Barrier Orb is especially useful when you make a breakthrough at bomb sites. The wall is a solid cover, capable of securing any entrance. It also hides enemies from you. Finally, it forces your opponents to reveal their positions if they want to destroy it.
In defense, Sage’s Barrier Orb is just as practical. It entirely blocks access to an area, whether it is an entrance or a tunnel. Attackers then have no choice but to break down the wall or to find another way. By reducing the opponent’s options, you can create an ideal defensive scenario for your teammates, especially those who put traps. You also force the opponents to change their behaviour. If opponents always go at the same places round after round, blocking them may take them out of their comfort zone.