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Deadlock · Sentinel

What to buy with Deadlock: economy and loadouts

ComprasBaseado em dadosMédiaPatch 13.06
181Atualizado

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Introdução

Deadlock is a sentinel in Valorant. Norwegian operative Deadlock deploys an array of cutting-edge nanowire to secure the battlefield from even the most lethal assault. No one escapes her vigilant watch, nor survives her unyielding ferocity. Every number below comes from the game's own weapon data: damage by body part and distance, fire rate, magazine and price.

Builds

Deadlock standard buys

EquilibradoRecomendada
Abrir build

Quando usar

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 Sonic Sensor (Q) first: it is the ability that covers what a sentinel needs most.

Rodada de pistolas

ClassicThe free pistol, with its three-pellet alternate fire for close corners; the credits go to your set-up. Free. 78 head / 26 body up to 30 m (66 / 22 beyond 30 m); 6.75 shots/s, 12-round magazine, low wall penetration.Armadura Leve400 credits: absorbs 66% of the damage, up to 25.

Eco ou rodada bônus

BuckyCheap and lethal up close: perfect for holding a tight corner behind your traps. 850 credits. 34 head / 17 body up to 8 m (18 / 9 beyond 12 m) per pellet, 15 pellets; 1.1 shots/s, 5-round magazine, low wall penetration.Armadura Leve400 credits: absorbs 66% of the damage, up to 25.

Compra completa

  1. 1VandalHolds the site's long angles from far away: one headshot at any distance. 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.
  2. 2Armadura Pesada1,000 credits: absorbs 66% of the damage, up to 50.

Alternativas

PhantomFor sites held up close. 2,900 credits. 156 head / 39 body up to 20 m (140 / 35 beyond 20 m); 11 shots/s, 30-round magazine, medium wall penetration, silenced.OperatorA sentinel who anchors a long site can hold it alone with the sniper. 4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.JudgeTo hold the tight corners of a site on a half buy. 1,850 credits. 34 head / 17 body up to 10 m (14 / 7 beyond 15 m) per pellet, 12 pellets; 3.5 shots/s, 5-round magazine, low wall penetration.

Ordem de habilidades

Habilidade123
C··C
QQ··
E·E·

Habilidades

  • CBarreira de ContençãoEQUIPE um disco de Barreira de Contenção. DISPARE para lançar à frente. Ao atingir o chão, o disco gera barreiras a partir do ponto de origem, que bloqueiam a movimentação de personagens.
  • QSensor SônicoEQUIPE um Sensor Sônico. DISPARE para posicionar. O sensor monitora os sons dos inimigos em uma área. Causa Concussão na área se sons de passos, disparos ou qualquer barulho significativo forem detectados. O sensor pode ser recuperado e REPOSICIONADO.
  • EGravNetEQUIPE uma granada GravNet. DISPARE para lançar. Use o DISPARO ALTERNATIVO para arremessar a curta distância. A GravNet detona ao atingir o chão, o que força personagens pegos por ela a agacharem e moverem-se lentamente.
  • XAniquilaçãoSupremaEQUIPE um Acelerador de Nanofios. DISPARE para liberar um pulso de nanofios que captura o primeiro inimigo que encontrar. O inimigo encasulado é puxado por uma trilha de nanofios e abatido, a não ser que seja libertado. O casulo de nanofios é destrutível.

Estratégia

1Pistol round

the free pistol, with its three-pellet alternate fire for close corners; the credits go to your set-up.

  • Classic: Free. 78 head / 26 body up to 30 m (66 / 22 beyond 30 m); 6.75 shots/s, 12-round magazine, low wall penetration.
  • Frenzy: 450 credits. 78 head / 26 body up to 20 m (63 / 21 beyond 20 m); 10 shots/s, 15-round magazine, low wall penetration.

2Eco and bonus

cheap and lethal up close: perfect for holding a tight corner behind your traps.

  • Bucky: 850 credits. 34 head / 17 body up to 8 m (18 / 9 beyond 12 m) per pellet, 15 pellets; 1.1 shots/s, 5-round magazine, low wall penetration.
  • Marshal: 950 credits. 202 head / 101 body up to 50 m; 1.5 shots/s, 5-round magazine, medium wall penetration.
  • Judge: 1,850 credits. 34 head / 17 body up to 10 m (14 / 7 beyond 15 m) per pellet, 12 pellets; 3.5 shots/s, 5-round magazine, low wall penetration.

3Full buy

holds the site's long angles from far away: one headshot at any distance.

  • Vandal: 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.
  • Phantom: 2,900 credits. 156 head / 39 body up to 20 m (140 / 35 beyond 20 m); 11 shots/s, 30-round magazine, medium wall penetration, silenced.
  • Operator: 4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.
  • Judge: 1,850 credits. 34 head / 17 body up to 10 m (14 / 7 beyond 15 m) per pellet, 12 pellets; 3.5 shots/s, 5-round magazine, low wall penetration.

4Shields

Which shield to pair with each buy:

  • Light Armor: 400 credits: absorbs 66% of the damage, up to 25.
  • Regen Shield: 650 credits: absorbs 100% of the damage, up to 50, and regenerates.
  • Heavy Armor: 1,000 credits: absorbs 66% of the damage, up to 50.

5Abilities

Buy order for Deadlock: Q > E > C.

  • Sonic Sensor (Q)
  • GravNet (E)
  • Barrier Mesh (C)

Dicas

  • Buy your abilities before the gun on an eco: they cost less and win more fights.
  • Buy as a team: five half buys lose to five full buys.

Confrontos

Combina bem com

  • Brings vision-blocking smoke with Nebula / Dissipate (E), which Deadlock's kit does not have.

  • Brings blind with Flashpoint (Q), which Deadlock's kit does not have.

  • Brings information (reveals enemies) with Prowler (C), which Deadlock's kit does not have.

  • Brings healing with M-pulse (C), which Deadlock's kit does not have.

Mudanças

  1. Guide created for patch 13.06.

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