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Valorant

Builds

Todas as builds de todos os guias: itens, runas, talentos e ordem de habilidades para cada estilo. Cada uma leva ao guia que explica quando usá-la.

290 resultados

Fade · Initiator

Fade standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Haunt (E) first: it is the ability that covers what an initiator needs most.

Fade · Initiator

Fade standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Haunt (E) first: it is the ability that covers what an initiator needs most.

Jett · Duelist

Jett standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a duelist: Ghost on the pistol round, Spectre on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Tailwind (E) first: it is the ability that covers what a duelist needs most.

Jett · Duelist

Jett standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a duelist: Ghost on the pistol round, Spectre on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Tailwind (E) first: it is the ability that covers what a duelist needs most.

Omen · Controller

Omen standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a controller: Classic on the pistol round, Sheriff on an eco or bonus and Phantom with heavy armor on a full buy (3,900 credits before abilities). Buy Dark Cover (E) first: it is the ability that covers what a controller needs most.

Sova · Initiator

Sova standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Recon Bolt (E) first: it is the ability that covers what an initiator needs most.

Sova · Initiator

Sova standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Recon Bolt (E) first: it is the ability that covers what an initiator needs most.

Sova · Initiator

Sova standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Recon Bolt (E) first: it is the ability that covers what an initiator needs most.

Sova · Initiator

Sova standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Recon Bolt (E) first: it is the ability that covers what an initiator needs most.

Sova · Initiator

Sova standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Recon Bolt (E) first: it is the ability that covers what an initiator needs most.

Viper · Controller

Viper standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a controller: Classic on the pistol round, Sheriff on an eco or bonus and Phantom with heavy armor on a full buy (3,900 credits before abilities). Buy Toxic Screen (E) first: it is the ability that covers what a controller needs most.

Astra · Controller

Astra standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a controller: Classic on the pistol round, Sheriff on an eco or bonus and Phantom with heavy armor on a full buy (3,900 credits before abilities). Buy Nebula / Dissipate (E) first: it is the ability that covers what a controller needs most.

Astra · Controller

Astra standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a controller: Classic on the pistol round, Sheriff on an eco or bonus and Phantom with heavy armor on a full buy (3,900 credits before abilities). Buy Nebula / Dissipate (E) first: it is the ability that covers what a controller needs most.

Breach · Initiator

Breach standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Flashpoint (Q) first: it is the ability that covers what an initiator needs most.

Breach · Initiator

Breach standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Flashpoint (Q) first: it is the ability that covers what an initiator needs most.

Breach · Initiator

Breach standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Flashpoint (Q) first: it is the ability that covers what an initiator needs most.

Cypher · Sentinel

Cypher standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a sentinel: Classic on the pistol round, Bucky on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Trapwire (C) first: it is the ability that covers what a sentinel needs most.

Cypher · Sentinel

Cypher standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a sentinel: Classic on the pistol round, Bucky on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Trapwire (C) first: it is the ability that covers what a sentinel needs most.

KAY/O · Initiator

KAY/O standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy FLASH/drive (Q) first: it is the ability that covers what an initiator needs most.

KAY/O · Initiator

KAY/O standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy FLASH/drive (Q) first: it is the ability that covers what an initiator needs most.

Killjoy · Sentinel

Killjoy standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a sentinel: Classic on the pistol round, Bucky on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy TURRET (E) first: it is the ability that covers what a sentinel needs most.

Killjoy · Sentinel

Killjoy standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a sentinel: Classic on the pistol round, Bucky on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy TURRET (E) first: it is the ability that covers what a sentinel needs most.

Raze · Duelist

Raze standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a duelist: Ghost on the pistol round, Spectre on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Paint Shells (E) first: it is the ability that covers what a duelist needs most.

Raze · Duelist

Raze standard buys

Patch 13.06
EquilibradoRecomendada

The usual economy for a duelist: Ghost on the pistol round, Spectre on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Paint Shells (E) first: it is the ability that covers what a duelist needs most.