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KAY/O · Initiator

KAY/O guide

Guia completoBaseado em dadosMédiaPatch 13.06
304Atualizado

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Introdução

KAY/O is an initiator in Valorant. KAY/O is a machine of war built for a single purpose: neutralizing radiants. His power to Suppress enemy abilities dismantles his opponents' capacity to fight back, securing him and his allies the ultimate edge. Initiators challenge angles by setting up their team to enter contested ground and push defenders away.

Pontos fortes

  • Brings blind: FLASH/drive (Q).
  • Brings damage: FRAG/ment (C) and FLASH/drive (Q).
  • Brings suppression: ZERO/point (E) and NULL/cmd (X).
  • Brings buffs for the team: NULL/cmd (X).

Pontos fracos

  • No information (reveals enemies) in the kit, which an initiator usually has: lean on your team for it.
  • No crowd control (concuss, detain) in the kit, which an initiator usually has: lean on your team for it.

Builds

KAY/O 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 FLASH/drive (Q) 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·
QQ··
E··E

Habilidades

  • CFRAG/mentoEQUIPE um fragmento explosivo. DISPARE para lançar. Use o DISPARO ALTERNATIVO para arremessar a curta distância. O fragmento se fixa ao chão e explode várias vezes, causando dano quase letal no centro de cada explosão.Buy it second in the round. Clear corners and stop the plant or the defuse.
  • QGRANADA/clarãoEQUIPE uma granada de clarão. DISPARE para jogá-la por cima. Use o DISPARO ALTERNATIVO para arremessar a curta distância uma versão mais fraca que explode mais rápido. A granada de clarão explode após um curto período, Cegando qualquer um que estiver na linha de visão.Buy it first in the round. Throw it so it pops as you or a teammate peek; call it before.
  • EPONTO/zeroEQUIPE uma lâmina de supressão. DISPARE para lançar. A lâmina se fixa à primeira superfície que atingir e explode, Suprimindo qualquer um que estiver dentro do raio da explosão. Inimigos podem destruir a lâmina.Buy it third in the round. Suppress before the fight: enemies cannot use abilities to escape.
  • XANULAR/cmdSupremaINSTANTANEAMENTE sobrecarrega com energia de Radianita polarizada que emite grandes pulsos energéticos em um raio enorme a partir de onde KAY/O estiver. Inimigos atingidos pelos pulsos são Suprimidos por um curto período. Enquanto estiver sobrecarregado, KAY/O recebe Estimulante de Combate e pode ser reestabilizado se for abatido.Ultimate (X): charged with ultimate points, not bought. Suppress before the fight: enemies cannot use abilities to escape.

Estratégia

1Your job

As an initiator, your job is to open the way with information and utility: find where the enemies are, push them off their angles and set up your duelist's entry.

2Abilities

KAY/O's kit, key by key, and what the game says each ability does:

  • C — FRAG/ment: damage.
  • Q — FLASH/drive: blind and damage.
  • E — ZERO/point: suppression.
  • X — NULL/cmd (ultimate): suppression and buffs for the team.

3On attack

  • FLASH/drive (Q) clears the angle right before the entry.
  • Use your information ability first, then the one that clears angles: first know where they are, then take them out of the fight.
  • Coordinate your blind or concuss with the entry: call it out loud before you throw it.
  • After the plant, keep part of your utility to stop the defuse.

4On defense

  • Keep FLASH/drive (Q) for the retake.
  • Gather information early with your recon to know where the attack is going, and rotate accordingly.
  • Your utility is the best retake tool on the team: save it when the site is lost.

5Economy

What to buy depending on the credits the team has:

  • Pistol round: Classic + Light Armor.
  • Eco or bonus: Marshal — cheap and deadly at range: keeps you useful on an eco while your utility does the work.
  • Full buy: Vandal — holds long angles after your utility has pushed the enemy off: one-tap at any distance.
  • Abilities in this order: Q > C > E; NULL/cmd (X) is charged, not bought.

6Maps

On three-site maps, information decides where the defence rotates: your recon early in the round is worth more than on two-site maps. Three-site maps in the pool: Haven and Lotus.

  • Abyss: sites A, B · 23 callouts.
  • Ascent: sites A, B · 22 callouts.
  • Bind: sites A, B · 24 callouts.
  • Breeze: sites A, B · 23 callouts.
  • Corrode: sites A, B · 21 callouts.
  • Fracture: sites A, B · 22 callouts.
  • Haven: sites A, B, C · 21 callouts.
  • Icebox: sites A, B · 25 callouts.
  • Lotus: sites A, B, C · 28 callouts.
  • Pearl: sites A, B · 26 callouts.
  • Split: sites A, B · 24 callouts.
  • Summit: sites A, B · 24 callouts.
  • Sunset: sites A, B · 17 callouts.

7Common mistakes

  • Being the first one to enter the site: your job is to prepare the entry, not to do it.
  • Using all your utility at the start of the round and having nothing for the post-plant.

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.
  • Say what your ability found: an unshared reveal does nothing.

Confrontos

Forte contra

  • ZERO/point (E) suppresses Jett: no Updraft (Q) to escape the fight.

  • ZERO/point (E) suppresses Neon: no High Gear (E) to escape the fight.

  • ZERO/point (E) suppresses Waylay: no Lightspeed (Q) to escape the fight.

  • ZERO/point (E) suppresses Yoru: no GATECRASH (E) to escape the fight.

Combina bem com

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

  • Brings information (reveals enemies) with Trapwire (C), which KAY/O's kit does not have.

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

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

Mudanças

  1. Guide created for patch 13.06.

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