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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

Sage · Sentinel

Sage: anchor with the operator

Patch 13.06
OfensivoAvançada

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.

Neon · Duelist

Neon 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 High Gear (E) first: it is the ability that covers what a duelist needs most.

Chamber · Sentinel

Chamber 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 Trademark (C) 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.

Waylay · Duelist

Waylay 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 Refract (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.

Skye · Initiator

Skye 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 Guiding Light (E) 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.

Fade · Initiator

Fade: utility first

Patch 13.06
OfensivoAvançada

Buy every charge of your utility before your weapon: a cheaper gun with full utility wins more rounds for an initiator than a rifle with half of it. Full buy: 3,250 credits with heavy armor.

Jett · Duelist

Jett: aggressive entry

Patch 13.06
OfensivoAvançada

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.

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.

Harbor · Controller

Harbor 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 Cove (E) first: it is the ability that covers what a controller needs most.

Chamber · Sentinel

Chamber: anchor with the operator

Patch 13.06
OfensivoAvançada

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.

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.

Fade · Initiator

Fade force buy

Patch 13.06
DefensivoSituacional

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.

Yoru · Duelist

Yoru force buy

Patch 13.06
DefensivoSituacional

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.

Skye · Initiator

Skye: utility first

Patch 13.06
OfensivoAvançada

Buy every charge of your utility before your weapon: a cheaper gun with full utility wins more rounds for an initiator than a rifle with half of it. Full buy: 3,250 credits with heavy armor.

Astra · Controller

Astra: smoke spam

Patch 13.06
OfensivoAvançada

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.

Tejo · Initiator

Tejo 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 Stealth Drone (C) first: it is the ability that covers what an initiator needs most.

Brimstone · Controller

Brimstone 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 Sky Smoke (E) first: it is the ability that covers what a controller needs most.

Iso · Duelist

Iso 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 Double Tap (E) first: it is the ability that covers what a duelist needs most.

Harbor · Controller

Harbor 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 Cove (E) first: it is the ability that covers what a controller needs most.

Skye · Initiator

Skye force buy

Patch 13.06
DefensivoSituacional

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.

Gekko · Initiator

Gekko 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 Dizzy (E) first: it is the ability that covers what an initiator needs most.