When the team cannot afford a full buy but has to play the round: Stinger with light armor (1,500 credits) or Bulldog with a regen shield (2,700 credits), and your abilities before the gun.
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.
For controllers who play inside their own smokes: the Ares and the Odin have high wall penetration and a huge magazine, made for spraying through vision blockers. Full buy: 4,200 credits with heavy armor.
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 Chokehold (Q) first: it is the ability that covers what a sentinel needs most.
When the team cannot afford a full buy but has to play the round: Judge with light armor (2,250 credits) or Guardian with a regen shield (2,900 credits), and your abilities before the gun.
For confident entries: the Sheriff wins pistol rounds and ecos with a single headshot, the Judge takes close sites on a bonus, and the Operator gives the opening pick when the team plays around you. Full buy: 5,700 credits with heavy armor.
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 Razorvine (C) first: it is the ability that covers what a sentinel needs most.
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 Slow Orb (Q) first: it is the ability that covers what a sentinel needs most.
For sentinels who hold a long site on their own: the Operator takes the first kill and your traps cover the rest. On ecos, the Marshal does the same for less. Full buy: 5,700 credits with heavy armor.
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 GATECRASH (E) first: it is the ability that covers what a duelist needs most.
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 Razorvine (C) first: it is the ability that covers what a sentinel needs most.
When the team cannot afford a full buy but has to play the round: Spectre with light armor (2,000 credits) or Bulldog with a regen shield (2,700 credits), and your abilities before the gun.
When the team cannot afford a full buy but has to play the round: Spectre with light armor (2,000 credits) or Guardian with a regen shield (2,900 credits), and your abilities before the gun.
When the team cannot afford a full buy but has to play the round: Spectre with light armor (2,000 credits) or Guardian with a regen shield (2,900 credits), and your abilities before the gun.
When the team cannot afford a full buy but has to play the round: Stinger with light armor (1,500 credits) or Bulldog with a regen shield (2,700 credits), and your abilities before the gun.
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 Curveball (E) first: it is the ability that covers what a duelist needs most.
When the team cannot afford a full buy but has to play the round: Judge with light armor (2,250 credits) or Guardian with a regen shield (2,900 credits), and your abilities before the gun.
For sentinels who hold a long site on their own: the Operator takes the first kill and your traps cover the rest. On ecos, the Marshal does the same for less. Full buy: 5,700 credits with heavy armor.
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 GATECRASH (E) first: it is the ability that covers what a duelist needs most.
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 Trademark (C) first: it is the ability that covers what a sentinel needs most.
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 Sky Smoke (E) first: it is the ability that covers what a controller needs most.
For controllers who play inside their own smokes: the Ares and the Odin have high wall penetration and a huge magazine, made for spraying through vision blockers. Full buy: 4,200 credits with heavy armor.
For confident entries: the Sheriff wins pistol rounds and ecos with a single headshot, the Judge takes close sites on a bonus, and the Operator gives the opening pick when the team plays around you. Full buy: 5,700 credits with heavy armor.
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 Guiding Light (E) first: it is the ability that covers what an initiator needs most.
For controllers who play inside their own smokes: the Ares and the Odin have high wall penetration and a huge magazine, made for spraying through vision blockers. Full buy: 4,200 credits with heavy armor.










