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Fade · Initiator

Fade abilities explained

Habilidades e combosBaseado em dadosMédiaPatch 13.06
150Atualizado

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Introdução

Fade is an initiator in Valorant. Turkish bounty hunter Fade unleashes the power of raw nightmare to seize enemy secrets. Attuned with terror itself, she hunts down targets and reveals their deepest fears - before crushing them in the dark. Buy order in the round: E > C > Q. The ultimate, Nightfall, is charged with ultimate points.

Pontos fortes

  • Brings information (reveals enemies): Prowler (C), Haunt (E) and Nightfall (X).
  • Brings blind: Prowler (C).
  • Brings crowd control (concuss, detain): Seize (Q).
  • Brings damage: Seize (Q) and Nightfall (X).

Builds

Fade standard buys

EquilibradoRecomendada
Abrir build

Quando usar

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.

Rodada de pistolas

ClassicThe free pistol, so the credits go to your utility and a light shield. 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

MarshalCheap and deadly at range: keeps you useful on an eco while your utility does the work. 950 credits. 202 head / 101 body up to 50 m; 1.5 shots/s, 5-round magazine, medium wall penetration.Armadura Leve400 credits: absorbs 66% of the damage, up to 25.

Compra completa

  1. 1VandalHolds long angles after your utility has pushed the enemy off: one-tap 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

PhantomSilenced and with a big magazine: good to clear a site after your blind. 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.BulldogA cheaper rifle for force buys. 2,050 credits. 115.5 head / 35 body up to 50 m; 10 shots/s, 24-round magazine, medium wall penetration.GuardianSemi-automatic with high penetration: for long sightlines when you cannot afford a Vandal. 2,250 credits. 195 head / 65 body up to 50 m; 5.25 shots/s, 12-round magazine, high wall penetration.

Ordem de habilidades

Habilidade123
C·C·
Q··Q
EE··

Habilidades

  • CEspreitadorEQUIPE um Espreitador. DISPARE para enviá-lo à frente. SEGURE O DISPARO para mover o Espreitador na direção da sua retícula. Ele perseguirá o primeiro rastro sinistro ou inimigo que encontrar e afetará o alvo com Visão Turva ao alcançá-lo.Buy it second in the round. Throw it so it pops as you or a teammate peek; call it before.
  • QClausuraEQUIPE um nódulo de puro temor. DISPARE para arremessá-lo. O nódulo cairá depois de um determinado tempo. REPITA a habilidade para soltá-lo antecipadamente. Esse nódulo se rompe ao impacto, enclausurando inimigos próximos. Inimigos enclausurados sofrem Surdez e Deterioração.Buy it third in the round. Clear corners and stop the plant or the defuse.
  • EAssombrarEQUIPE uma assombração. DISPARE para arremessá-la. Ela cairá depois de um determinado tempo. REPITA a habilidade para soltá-la antecipadamente. Essa assombração ataca ao contato, Revelando inimigos em sua linha de visão e criando rastros sinistros até eles. Ela pode ser destruída pelos inimigos.Buy it first in the round. Use it at the start of a push or a retake and call what it shows.
  • XVéu da NoiteSupremaEQUIPE o poder dos pesadelos. DISPARE para liberar uma onda implacável de energia aterrorizante. Inimigos atingidos pela onda são Marcados por rastros sinistros e sofrem Surdez e Deterioração.Ultimate (X): charged with ultimate points, not bought. Use it at the start of a push or a retake and call what it shows.

Estratégia

1C · Prowler

EQUIP a prowler. FIRE to send the prowler forward. HOLD FIRE to steer the prowler towards your crosshair. The prowler will chase down the first enemy or terror trail it sees, and Nearsight the enemy on impact.

  • Throw it so it pops as you or a teammate peek; call it before.
  • Use it at the start of a push or a retake and call what it shows.

2Q · Seize

EQUIP a knot of raw fear. FIRE to throw. The knot drops down after a set time. RE-USE to drop the knot early. The knot ruptures on impact, holding nearby enemies in place. Held enemies are Deafened, and Decayed.

  • Clear corners and stop the plant or the defuse.
  • Hit the enemy right before the duel: concussed players shoot badly.

3E · Haunt

EQUIP a haunting watcher. FIRE to throw. The watcher drops down after a set time. RE-USE to drop the watcher early. The watcher lashes out on impact, Revealing enemies in its line of sight and creating terror trails to them. Enemies can destroy the watcher.

  • Use it at the start of a push or a retake and call what it shows.

4X · Nightfall

EQUIP the power of nightmare itself. FIRE to unleash a wave of unstoppable nightmare energy. Enemies caught in the wave are Marked by terror trails, Deafened, and Decayed.

  • Use it at the start of a push or a retake and call what it shows.
  • Clear corners and stop the plant or the defuse.

Dicas

  • Learn two or three lineups per map for your recon ability: they are worth more than a good aim.
  • Your utility is for the team: an unused flash at the end of the round is a wasted purchase.

Confrontos

Combina bem com

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

  • Brings traps and set-ups with Trademark (C), which Fade's kit does not have.

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

Mudanças

  1. Guide created for patch 13.06.

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