Verified against official patch notes through Patch 13.00 and community data current as of June 2026. Values may change with future updates.
Quick Start: What to Do First
- Buy Blast Pack every round—200 credits is the most efficient mobility investment in the game.
- Hold both Blast Pack charges: one for entry, one for escape or repositioning. Never detonate both on the same push without a plan for getting out.
- Use Boom Bot at a corner before you swing it, not after. The bot needs open space to rotate toward enemies.
- Throw Paint Shells—don’t hold them. The ability resets on two kills, so saving it for the “perfect moment” means you carry a free ability into rounds where a grenade wins the duel.
- Communicate your satchel. If your team doesn’t know you’re about to launch yourself onto site, they won’t follow. A quick voice line or pop the Showstopper line to signal an all-in.
- Learn the Blast Pack arm time before throwing grenades for damage: 1.5 seconds from deploy to armed, not instant.

Raze in 2026: The Context Most Guides Skip
As of Season V26, Raze sits in C-tier with a 49.7% win rate and a 3.1% pick rate—well below the Duelist average of 5.2% [4]. That sounds bad until you look at the side-split: she wins 52.7% on defense versus 47.6% on attack. A nearly 5-point defensive advantage is not a rounding error. It means Raze is fundamentally better used for retakes, surprise repositioning from unexpected angles, and holding aggression at known entry paths than as a pure first-contact fragger pushing into set defenders.
This is the mechanic most guides miss. They describe Raze as a “launch yourself at enemies” agent, which is correct—but the underlying logic is that explosive mobility creates unpredictable approaches. Double-satcheling into B site from an angle where no defender expects vertical movement wins the opening duel more often than shoulder-peeking from a known angle. The same mobility on defense lets you retake from unexpected heights, catching rotation-abusing attackers off-guard.
The current meta also sees Raze outperformed by Neon (52.7% win rate) and Phoenix among Duelists. If you’re choosing Raze, you’re choosing her because of the satchel ceiling: nobody else gets the same vertical access on the maps where it matters. On Split, Ascent, and Haven, that ceiling is real. On Breeze, it’s minimal—consider a different Duelist on open-range maps.
For recommended PC settings and hardware to make the most of Raze’s movement tech, see our Valorant best settings 2026 guide. Frame rate and input lag matter more for satchel timing than almost any other mechanic in the game.
Blast Pack: Arm Time, Damage, and the Throw-Detonate Decision
The single most important Raze mechanic that new players get wrong is the 1.5-second arm delay. Before Patch 7.09, satchels armed in 0.5 seconds—you could throw and immediately detonate for damage. The 2023 nerf tripled that window [2]. A satchel thrown and detonated in under 1.5 seconds does zero damage. This is why you’ll see Raze players throw a satchel at their feet for the launch and never expect it to deal damage—they’re using it as pure propulsion, not as a grenade.
The implication for damage use: if you want Blast Pack to hurt an enemy, you need to place it on a surface, wait the full 1.5 seconds, then detonate. At full arm time, it deals 20 to 50 damage depending on range [1]. That’s one-shot potential from close range, but it requires positioning that exposes you. In most rounds, the correct use is movement, not damage.
The arm time also affects how you use Blast Pack against enemy utility. Since Patch 12.11, Blast Pack correctly deals damage to destructible enemy abilities when fully armed [8]—Cypher Trapwires, Sage Walls, Killjoy Molly’s. You need the 1.5-second window, but a pre-armed satchel placed on a wall before entry can clear utility that would otherwise trap your team on site.
The throw-detonate decision tree:
- Using for movement: Throw at your feet or a nearby surface, detonate immediately on jump—damage doesn’t activate, vertical/horizontal velocity does.
- Using for damage: Place satchel on a surface near an enemy position, wait 1.5s, detonate remotely. Works for pre-clearing corners or destroying utility.
- Using for both: Pre-place a satchel on entry route, arm it, then launch yourself as the detonation also clears a piece of utility in the doorway. Requires precise timing but wins rounds.
Double Blast Pack Height Chart by Map
No official source publishes jump height data for Raze. What follows is compiled from community-tested positions on the current competitive map pool. These are Tier 4 observations based on in-game testing—treat them as starting points for your own practice, and verify in-game since geometry can shift with map updates (verify in-game).
The key distinction: a single Blast Pack gives you roughly one storey of vertical height from ground level. A double Blast Pack—detonating the first at your jump apex for height, then the second while descending for extended momentum—can reach two storeys and cover significant horizontal distance at the same time.
| Map | Single Blast Pack Spots | Double Blast Pack Spots | Raze Rating |
|---|---|---|---|
| Split | A Heaven (from A Main ramp), B Heaven (defender side from B Lobby box) | A Heaven from attacker spawn, B Heaven full cross from B Main | S—vertical map, satchels shine |
| Ascent | A site to A-site box peek, B site over market boxes | Mid to Art room box top, A Catwalk Heaven ledge from A main | A—mid-control plays reward satchel aggression |
| Haven | C site to Garage roof peek, A Short elevated wall | B site full vertical from CT mid, A Long aggression peek | B—three sites dilute satchel impact; rotational speed helps |
| Sunset | A Courtyard boxes, B site defender boxes | Mid elevation from attacker connector, B Heaven from B Link | B—tight corridors reward bomb-site launches |
| Lotus | A site floral ledge, C site overlook | B site mid elevation from B Link boxes | C—three-site layout limits single-flank value |
| Breeze | A site wall peek, B Hall box elevation | Mid portal area height, B Tunnel boxes to full B | D—long sightlines punish airborne movement; consider other Duelists |
| Summit | Attacker mid elevation, defender mid ridge | Mid ladder drop zone (reversed double—satchel down, catch momentum) | B—still being mapped by community; meta developing |
Technique note: For the double Blast Pack, detonating too early after the first pack gives you extra vertical height with less horizontal distance. Detonating too late means you miss the momentum window entirely. The correct window is roughly when your character reaches the top of the first arc—then look down and slightly forward as you throw and detonate the second pack. It takes around 20–30 minutes of practice in the range or an empty custom game to make it consistent [6].
Split is where Raze’s vertical toolkit is most relevant. Heaven access from attacker side on both A and B sites puts defenders in a two-angle bind: cover the entry or cover the elevation, not both. On Breeze, that same satchel launches you into a sightline from 40 meters instead of creating an unexpected angle—it’s just a flashing target. Map selection matters as much as mechanical skill.
Paint Shells: Understanding the Kill Zone and the Smoke Combo
Post Patch 7.09, Paint Shells operate on numbers most players haven’t internalized. The primary grenade explodes with a 5.5-meter radius and deals 1–55 damage—maximum at the center, minimum at the outer edge [1, 2]. After the primary detonation, four sub-munitions scatter and each has a 5.25-meter explosion radius with the same 1–55 damage range.
Before the nerf, the primary explosion covered 6 meters and dealt a minimum of 15 damage even at the outer edge. That minimum damage floor meant a well-placed grenade at range was almost guaranteed chip. Now at 1 damage minimum, a Paint Shell that catches an enemy at the outer 5.5m edge does almost nothing. You need the target closer to center to matter.
The smoke combo geometry: A standard Omen or Brimstone smoke has roughly a 5-meter radius [community consensus]. Defenders who smoke-camp a chokepoint sit at or near the center of the smoke—on average, 2–3 meters from the smoke’s visual edge. That puts them well within the 5.5-meter kill zone if you land the Paint Shell inside or just beyond the smoke boundary.
The reason this works: defenders in smokes have no visual cue that a grenade is incoming until the primary detonates. By then, the sub-munitions are already airborne. The sequence from a defender’s perspective is: explosion sound → fire damage → four more explosions in different quadrants. There’s no time to fully reposition.
How to run the combo:
- Call for a smoke on the target angle (B main, market, CT entry—wherever the defender clusters).
- From 10–15 meters back, throw Paint Shells to land at the far edge of the smoke. You want the primary to detonate inside the smoke, not before it.
- Wait for the primary detonation sound, then move—the defender is either damaged, repositioning, or committing to a guess-peek that your Blast Pack can outpace.
- If they don’t peek and you got 30+ damage, your Boom Bot into the smoke will force the issue. A damaged defender can’t shoot down a bot and hold an angle simultaneously.
The sub-munition radius of 5.25m also means you should aim for the center of a tightly grouped default site setup, not just any angle. On Ascent B site default, four defenders in a standard spread get at least two sub-munitions each if you land the primary on the spike location. That forces them to abandon the site setup or take 30–60 damage before you’ve peaked a single angle.
Duelist Aggression Patterns: What Separates Good From Immo
The gap between a Silver Raze and an Immortal Raze is not mechanical satchel speed. It’s knowing which rounds to launch and which rounds to hold.
High-rank Raze players use three aggression states:
State 1 — Boom Bot lead: Boom Bot enters a corner or chokepoint first. You follow at 5–10 meters, ready to swing as the bot locks on. Defenders must shoot the bot (giving your position) or ignore it (and take 30–80 damage). You swing the corner as they’re committed to one option. This is controlled aggression—you’re not in the open yet.
State 2 — Paint Shell launch: You’ve confirmed a defender position through Boom Bot, voice, or teammate info. Throw Paint Shells to that position, then satchel in as the primary detonates. The grenade forces micro-movement—the defender shifts even a meter, and their muscle-memory angle is wrong when you arrive. This costs you a Blast Pack charge, so only run this when you have info.
State 3 — Full Showstopper breach: 8 ult points, 1.4-second windup [1], rockets cover 30–150 damage. The correct Showstopper use is not straight into a wall of defenders. It’s into a chokepoint that forces movement, while your team enters the secondary path. A Showstopper on B main while your four teammates enter via teleporter on Bind wins rounds at any rank. Alone, it’s a 200 IQ move that rarely lands.
The mistake most players make is running State 3 logic in a State 1 situation. The Showstopper doesn’t make you invulnerable—it makes you a mobile threat that requires cross-fire to counter. If your team isn’t following, you’re creating a 1v5 with extra steps.
Player Type Guide
| If you are… | Prioritise this | Avoid this |
|---|---|---|
| New to Raze | Boom Bot into every entry. Use single Blast Pack for repositioning only. Hold Paint Shells until after a kill. | Double satchel rushes before you have consistent single-pack control. |
| Casual player (Gold–Plat) | Learn 2–3 Paint Shell lineups per map you play most. Practice the B Hookah lineup on Bind until automatic. | Buying Blast Pack every round without a plan for escape if the entry fails. |
| Optimiser (Diamond+) | Build the double-satchel map-specific positions above. Run smoke combos with a dedicated Controller. Track Paint Shell resets actively. | Burning Showstopper as a pure escape tool—it’s a round-winner when timed with team pushes. |
| Completionist | Practice the triple-jump technique (double satchel + Showstopper boost in opposite direction) for maximum distance on open maps. | Expecting utility-clearing Blast Pack damage in under 1.5 seconds. |
Frequently Asked Questions
Is Raze good in 2026?
Situationally, yes. Her 49.7% overall win rate masks a 52.7% defensive win rate [4]—she’s genuinely strong in retake and defensive-repositioning scenarios. On maps with significant elevation (Split, Ascent), her satchel mobility creates angles no other Duelist accesses. On long-range maps like Breeze, she’s outclassed by Agents who don’t expose themselves mid-air.
How many kills does Paint Shell need to reset?
Two kills recharge one Paint Shells use. The kills can be any combination—two kills with guns, one kill with Paint Shells and one with a gun, or both kills with Boom Bot. The reset tracks kills by Raze, not kills assisted by the ability [1].
Why doesn’t my Blast Pack do damage?
Most likely you detonated before the 1.5-second arm time completed. Since Patch 7.09, satchels do zero damage until fully armed. The arm time was tripled from 0.5 seconds in that patch [2]. If you want damage, place the pack, count “one-one-thousand, one-two-thousand” mentally, then detonate—that gets you close enough to the window.
What’s the best Controller to pair with Raze for smoke combos?
Omen or Brimstone give you controllable smokes on demand. Omen’s smokes are slightly more flexible (can be placed from anywhere), which lets Raze call for a specific angle smoke mid-round without Omen needing to be near the site. Brimstone is more predictable in terms of smoke radius and placement. Astra works similarly. Viper’s smokes are permanent but move-locked, which limits Paint Shell combos to coordinated post-plant setups.
Should I use Raze in ranked or stick to Jett?
Raze rewards teams with structure—a Controller who smokes on request, teammates who follow satchel entries, and consistent communication. If you’re playing with fill teammates in lower ranks, Jett’s self-sufficient dash is more consistent in chaotic rounds. Raze’s ceiling is higher when your team functions, but her floor is lower when they don’t. She’s the better pick for five-stacks and coordinated play; Jett is more reliable in solo queue.
For our full breakdown on which Valorant agents work best on each role, see our Valorant Beginner’s Guide 2026. To make sure your setup handles Raze’s movement mechanics without frame drops, check our Valorant best settings guide and the PC requirements page for minimum and recommended specs.
Sources
- Raze — Valorant Official Wiki
- VALORANT Patch Notes 7.09 — Official Valorant
- VALORANT Patch Notes 6.03 — Official Valorant
- Raze Guide 2026 — MetaBot.GG
- Best Raze Lineups on Bind — The Global Gaming
- How to double and triple jump with Raze’s Blast Pack — ONE Esports
- Raze cops major nerf to Paint Shell grenades via Patch 7.09 — Dot Esports
- VALORANT Patch Notes 12.11 — Official Valorant
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
