Tips for Dominating Valorant Team Deathmatch

Apr 8, 2025 | 0 comments

Valorant Team Deathmatch is a 5v5 mode that focuses on fast-paced action and high kill counts. It uses smaller maps and quick respawns, which keeps the pressure high. Players choose agents, weapons, and abilities before they jump into the match.

This mode splits the match into four distinct stages. Each stage alters the weapon options and armor availability. It rewards strategic thinking and quick decision-making. Teams need 100 total kills to claim victory.

Below is a clear overview of how Valorant Team Deathmatch works. You will learn about loadouts, abilities, map features, and tips to succeed.


What Is Valorant Team Deathmatch?

Valorant Team Deathmatch pits two teams of five against each other in close-quarters combat. Matches are split into four stages. Each stage introduces different weapons and armor choices. Players respawn 1.5 seconds after they die, which means downtime is low.

A short pre-game phase allows players to customize their Stage 1 weapons. After each stage, the allowed weapon pool expands. If a match reaches the end of Stage 4 without either team getting 100 kills, the team with the most kills wins. A tie results in a draw.

Key Features

  • 5v5 format with fast respawns.
  • Four stages that change weapon loadouts.
  • Short rounds in the early stages, followed by a longer final stage.
  • Victory goal of 100 total kills.

Key Phases and Stages

Stage 1

Stage 1 lasts 75 seconds. It focuses on sidearms. You pick your sidearm (Classic, Frenzy, or Ghost) before the match starts. Each option comes with different armor or shield:

  • Classic with Regen Shield
  • Frenzy with no armor
  • Ghost with no armor

Players spawn in the team’s spawn room, where they can finalize weapon choices. Once the stage begins, movement and positioning become crucial since you have limited firepower.

Stage 2

Stage 2 also lasts 75 seconds. Players can equip a primary weapon from the Stage 2 loadout, while keeping the Stage 1 sidearm. Options in this phase include:

  • Sheriff with Light Armor
  • Stinger with Heavy Armor
  • Ares with Light Armor

Each loadout changes durability and firepower. Some players prefer the Sheriff for precision, while others opt for rapid fire. The short round length encourages aggressive engagements.

Stage 3

Stage 3 continues for 75 seconds. Weapon choices expand, but you still keep the sidearm from Stage 1. Primary options often include:

  • Spectre with Heavy Armor
  • Ares with Heavy Armor
  • Bulldog with Heavy Armor
  • Guardian with Light Armor

The match grows more intense as mid-range engagements become more common. This stage often rewards stable aim and map awareness.

Stage 4

Stage 4 lasts 345 seconds, which is much longer than previous stages. It offers two main rifles:

  • Phantom with Heavy Armor
  • Vandal with Heavy Armor

Teams often reach the final kill counts in this stage. Strategies can shift toward map control and orb collection, since players now have stronger weapons. If neither team reaches 100 kills by the end of Stage 4, the team with the higher total kills wins.


Loadouts and Weapon Spawners

Default Loadouts

Every player always has a melee weapon and the sidearm from Stage 1. In later stages, the chosen primary replaces your current weapon. Loadouts include infinite magazines, though standard ammo counts still apply. Armor also depends on the selected weapon for that stage.

Weapon Spawners

Weapon spawners appear around the map. They offer guns that vary by stage. Once you pick one up, you can switch back to your stage-selected weapon by dropping the spawner gun or using all its ammo.

Examples of spawner options:

  • Stage 1 spawners: Shorty, Sheriff, Stinger
  • Stage 2 spawners: Bucky, Spectre, Bulldog, Marshal
  • Stage 3 spawners: Judge, Phantom, Vandal, Outlaw
  • Stage 4 spawners: Judge, Operator, Odin

These spawner guns have limited reserve ammo, except Odin, which has 100 rounds but no extra ammo. Weapons from spawners can give you an advantage. You can try different firearms without waiting for a new stage.


Abilities and Ultimates

Basic and Signature Abilities

Agents start with full charges for their signature abilities, plus a partial charge on their basic abilities. Used abilities go on cooldown, which varies by agent and ability. Some abilities recharge faster than others. Agents with recall-based abilities or re-deploy features have special cooldown mechanics.

Examples of cooldown times for certain abilities:

  • Breach’s Flashpoint recharges in 44 seconds.
  • Raze’s Boom Bot recharges in 48 seconds.
  • Sage’s Healing Orb recharges in 22 seconds.

Ability use is more frequent in Team Deathmatch. Constant engagements mean players can gather kills or orbs to power up their ultimate.

Ultimate Abilities

Players gain ultimate points in two ways:

  • Kills: 3 points for each kill.
  • Ultimate Orbs: 10 points per orb collected.

Ultimates require a set number of points to activate. Some agents need more points than others. For instance, Chamber’s Tour De Force needs 70 points, while Sage’s Resurrection needs 50. This differs from standard play, so it’s worth checking each agent’s cost in Team Deathmatch.


Understanding Orbs

Recovery Orbs

Recovery Orbs restore health and armor or shield for a short duration. Once you pick one up, it creates a zone that allies can enter to get the same effect. Each orb respawns every 30 seconds. Positioning around these orbs can swing duels, especially when you need a quick heal in tight situations.

Ultimate Orbs

Ultimate Orbs grant 10 points toward your ultimate charge. All Ultimate Orbs appear on the map at the same time, so their control can be crucial. A well-timed collection can enable a key ultimate that flips a fight or helps your team secure multiple kills. Working with allies to guard these orbs prevents the enemy from charging up dangerous ultimates.


Maps

Valorant Team Deathmatch uses maps designed for smaller-scale combat. Each map has distinct pathways, central areas, and spawner locations. Teams spawn in dedicated rooms with separate corners of the map. Maps often have:

  • Compact layouts that keep the action close.
  • Open areas for mid-range gunfights.
  • Narrow corridors for intense close-range battles.

Players can return to the spawn room at any point, but they become vulnerable after 15 seconds inside. This prevents camping and forces engagement.

Map awareness matters because you can rotate to flank or grab a spawner. If your team coordinates, you can lock down high-traffic paths to secure kills and orbs.


Strategies to Win

Adjust Weapon Choices

Pick loadouts that match your playstyle. If you prefer rapid fire, try the Stinger or Spectre. If you aim for headshots, the Sheriff or Guardian might suit you. Knowing when to switch to a spawner weapon can also catch opponents by surprise.

Manage Abilities

Frequent ability usage is the core of Team Deathmatch. Track cooldowns to time your utility. Keep an eye on ultimate progress to plan decisive engagements. Save your ultimate for a clutch moment when enemy agents cluster or push a key area.

Control Orbs

Keep track of orb locations. If you see an Ultimate Orb spawn, coordinate with teammates to secure it. These orbs can speed up your ultimate usage and swing the match. Recovery Orbs are equally important. Grabbing one after an intense fight can help your team push forward.

Respawn Awareness

Expect enemies to return quickly after each death. Teams can lose control of an area if they overextend. Watch the kill feed and anticipate respawns. Keep in mind that spawn rooms become dangerous after 15 seconds, so enemies won’t hide there for long.

Communicate with Teammates

Team Deathmatch emphasizes teamwork. Call out spawner locations and orb availability. Mark enemies on the minimap. When you die, share the enemy’s position so allies can prepare for the next wave. Active communication often separates strong teams from disorganized groups.

Adapt to Each Stage

Stages shift the meta. Stage 1 relies on sidearms. Be ready for frantic close-range duels. Stage 2 and 3 add rifles and shotguns, which open new angles of approach. Stage 4 is lengthy, so learn to preserve your life and manage your abilities across a longer timeframe.


A Look Ahead

Valorant Team Deathmatch brings nonstop action and forces players to adapt. It rewards smart weapon choices, efficient ability use, and map control. Quick respawns and four evolving stages challenge all skill levels. As players refine their strategies, this mode will continue to offer a fresh way to experience Valorant’s core mechanics.

Experiment with different agents and tactics to see what fits your style. Coordinate with your team to dominate the scoreboard and secure those 100 kills. There is always room for new plays, especially with so many ways to combine weapons and abilities. Enjoy the fast pace, and aim for consistent improvement in every match.

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