1 Obscure Tip For Each Agent In Valorant
Summary
TLDRIn this video, Keki shares lesser-known tips for each agent in Valorant, helping players improve their gameplay. The tips cover various techniques such as Omen's Abyss trick, Jet's updraft-dash mechanics, and Sage's strategic wall placements. Keki also touches on agent-specific combos like Astra and Vice’s gravity well-slow synergy and offers post-plant advice for agents like Raze and ISO. The video emphasizes the importance of smart ability use, creative strategies, and proper coordination to enhance one's performance. For those serious about improvement, Keki invites viewers to join a premium coaching program.
Takeaways
- 🌀 Omen Tip: On the map Abyss, Omen can use his ultimate to teleport while falling, then cancel it to safely teleport back to the surface, making it a potentially lifesaving trick in post-plant scenarios.
- 🚀 Jet Tip: Updraft followed by Dash offers better mobility and access to higher positions, while Dash followed by Updraft makes you harder to hit and allows for faster weapon re-draw, useful for quick kills.
- 💡 Sage Tip: By placing Sage's wall sideways, enemies need to break more segments, making it a strong defense tactic during retakes or defuses on various maps like Sunset B site and Haven.
- 🐍 Viper Tip: Viper's wall extends slightly past its radar indicator, allowing for better coverage, especially on maps like Icebox. This extra range can provide an advantage in certain scenarios.
- ⚡ Astra & Vice Combo: Astra's Gravity Well becomes much more effective when combined with slows like Vice's, making it a powerful combo for controlling areas during both attack and defense.
- 💣 Raze Tip: Raze's satchels can be used to dislodge enemies off the spike during a defuse, even if Raze is no longer alive, making them valuable in post-plant situations.
- 🧠 Cypher Tip: Cypher can use cages and cameras strategically to spam enemies through smokes during defuses, and placing a tripwire in a passive spot can catch enemies off-guard during such plays.
- 🔦 KAY/O Tip: KAY/O's flash distance varies based on movement direction, with different ranges for moving forward, backward, or sideways. This flexibility can create effective pop flashes.
- 🔮 Chamber Buff: Chamber's teleport range has been improved, allowing for greater freedom in positioning and aggressive plays around mid and site areas, especially with a strategically placed TP.
- 🎯 Sova Tip: Sova's recon dart can refresh and be used to bait out utility, allowing teams to execute delayed site hits after enemies waste abilities, making it effective in both ranked and pro play.
Q & A
What is a useful trick for Omen's ultimate on Abyss?
-Omen can jump off the map, use his ultimate to teleport, and then cancel it to return to the surface. This freezes movement when the ultimate is activated, allowing for quick escapes in post-plant scenarios if timed correctly.
What is the difference between updraft-dash and dash-updraft with Jett?
-Using updraft first and then dashing helps with positioning and reaching high ground more effectively, while dashing before updraft makes you harder to hit and allows you to pull out your weapon faster since you can fire mid-updraft but not during the dash.
How can Sage's wall be used strategically in retakes?
-By placing Sage's wall sideways, enemies need to destroy all four segments instead of just one, which can buy valuable time for defusing or delaying pushes, especially on maps like Sunset, Haven, and Icebox.
How does Viper's wall extend beyond what the radar indicator shows?
-Viper’s wall extends slightly beyond the indicator on the radar, giving her an additional range to work with, which can be particularly helpful when placing walls in places like Icebox on attack.
How can Breach's flash be combined with his Aftershock?
-Breach can hide his flash within his Aftershock, making it harder for enemies to dodge. This is especially effective in tight corners, such as Bind's short corner or Ascent's A main.
How can Astra's Gravity Well be more effective when combined with slows?
-Astra's Gravity Well becomes much harder to escape when combined with slow abilities, such as Vice's slow. This combo can be highly effective in both attack and defense scenarios.
How can Raze’s satchels be useful in post-plant situations?
-Raze’s satchels can knock enemies off the spike during defuses, even after she has died. This makes them a valuable tool for stalling or forcing the defuser off the spike.
What is the tip for using KO’s flash regarding distance and movement?
-KO’s flash travels about 28 meters when thrown normally, but the distance changes based on movement. When running backward, the range is 15-17 meters, and when running forward, it is 35-37 meters. This allows for versatile pop flashes in different scenarios.
What makes Chamber’s TP particularly strong after his buff?
-Chamber’s teleport (TP) has been buffed, allowing him more freedom in positioning. For example, a single TP in Market can cover aggressive angles in mid, site, and even B main, giving him great map control and escape potential.
How can Gecko’s ultimate (Thrash) be controlled more effectively?
-Gecko’s Thrash moves forward even without pressing the W key, allowing for effective bunny hopping. Additionally, players can click mouse one twice to detain opponents sooner, reducing the chance of overshooting the target.
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