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Introdução
Neon is a duelist in Valorant. Filipino Agent Neon surges forward at shocking speeds, discharging bursts of bioelectric radiance as fast as her body generates it. She races ahead to catch enemies off guard then strikes them down quicker than lightning. Duelists are self-sufficient fraggers who their team expects, through abilities and skills, to get high frags and seek out engagements first.
Pontos fortes
- Brings movement: High Gear (E).
- Brings vision-blocking smoke: Fast Lane (C).
- Brings crowd control (concuss, detain): Relay Bolt (Q).
Pontos fracos
- No blind in the kit, which a duelist usually has: lean on your team for it.
- No healing in the kit, which a duelist usually has: lean on your team for it.
- No ability that reveals enemies: your information comes from teammates and sound.
Cola de builds
Escolha a build de acordo com o que você quer fazer na partida.
- Neon standard buysEquilibradoRecomendadaThe 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.
- Neon: aggressive entryOfensivoAvançadaFor 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.
- Neon force buyDefensivoSituacionalWhen 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.
Builds
Neon standard buys
Quando usar
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.
Rodada de pistolas
Eco ou rodada bônus
Compra completa
- 1VandalThe same head damage at every distance: a one-tap at any range rewards the duelist who peeks first. 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.
- 2Armadura Pesada1,000 credits: absorbs 66% of the damage, up to 50.
Alternativas
Ordem de habilidades
Neon: aggressive entry
Quando usar
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.
Rodada de pistolas
Eco ou rodada bônus
Compra completa
- 1Operator4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.
- 2Armadura Pesada1,000 credits: absorbs 66% of the damage, up to 50.
Alternativas
Ordem de habilidades
Neon force buy
Quando usar
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.
Eco ou rodada bônus
Compra completa
- 1Bulldog2,050 credits. 115.5 head / 35 body up to 50 m; 10 shots/s, 24-round magazine, medium wall penetration.
- 2Escudo Regenerativo650 credits: absorbs 100% of the damage, up to 50, and regenerates.
Alternativas
Ordem de habilidades
Habilidades
CVia ExpressaDISPARE duas linhas de energia no chão à frente. As linhas se estendem por uma curta distância ou até atingirem uma superfície. Elas se tornam paredes de eletricidade estática que bloqueiam a visão.Buy it second in the round. Cut the line of sight the enemy is holding right when your team moves.
QRicochete ElétricoINSTANTANEAMENTE arremessa um raio de energia que ricocheteia uma vez. Ao atingir cada superfície, o raio eletrifica o chão abaixo dele com uma explosão Concussiva.Buy it third in the round. Hit the enemy right before the duel: concussed players shoot badly.
EEquipamento VoltaicoINSTANTANEAMENTE canaliza o poder da Neon para receber velocidade aumentada. Ao atingir a carga máxima, use o DISPARO ALTERNATIVO para acionar um deslize elétrico. A carga de deslizamento é redefinida a cada dois abates.Buy it first in the round. Save it to escape or to take a position the enemy does not expect.
XSobrecargaSupremaNeon libera todo o seu poder e velocidade por um curto período, recuperando todo o combustível e uma carga de deslizamento. DISPARE para canalizar esse poder em um raio elétrico letal com alta precisão de movimento. Abates reiniciam a duração do efeito.Ultimate (X): charged with ultimate points, not bought.
Estratégia
1Your job
As a duelist, your job is to take space first: be the one who enters the site or peeks the contested angle, win the opening duel or trade it, and create room for the rest of the team.
2Abilities
Neon's kit, key by key, and what the game says each ability does:
- C — Fast Lane: vision-blocking smoke.
- Q — Relay Bolt: crowd control (concuss, detain).
- E — High Gear: movement.
- X — Overdrive (ultimate).
3On attack
- Fast Lane (C) cuts the defenders' line of sight while the team crosses.
- High Gear (E) gets you to a deep position the defence does not expect.
- Wait for your initiator's utility, then enter immediately behind it: a flash or a reveal is only worth something for a second or two.
- Use your movement ability to reach the deep position of the site, not the first corner: your teammates take the angles you leave behind.
- Stay close enough that your death can be traded; an entry that dies alone and far away gives the round away.
4On defense
- Fast Lane (C) delays the push on the main entry.
- Take an aggressive early angle to pick up information or a first kill, then fall back before the utility arrives.
- Keep your movement ability to escape or to rotate: a duelist on defence is at its best on retakes.
5Economy
What to buy depending on the credits the team has:
- Pistol round: Ghost.
- Eco or bonus: Spectre — cheap, accurate while moving close up and silenced: good to take space on a bonus round.
- Full buy: Vandal — the same head damage at every distance: a one-tap at any range rewards the duelist who peeks first.
- Abilities in this order: E > C > Q; Overdrive (X) is charged, not bought.
6Maps
On three-site maps defences are spread thin: fast entries punish sites held by one or two players. 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
- Entering without anyone ready to trade you.
- Spending your movement ability to get into position and having nothing left to escape.
- Chasing kills on defence instead of holding your part of the map.
Dicas
- Buy your mobility first every round: it is what lets you take a fight and survive it.
- Talk as you enter: calling how many are on site is as useful as the kill.
- Several duelist abilities reset with kills: check your ability tooltip and play for the second fight.
- Crosshair at head height, always: most of the duels are decided by the first bullet.
Confrontos
Fraco contra
Undercut (Q) suppresses: while it lasts, Neon cannot use High Gear (E) to escape.
ZERO/point (E) suppresses: while it lasts, Neon cannot use High Gear (E) to escape.
Stealth Drone (C) suppresses: while it lasts, Neon cannot use High Gear (E) to escape.
Combina bem com
Brings blind with Flashpoint (Q), which Neon's kit does not have.
Brings information (reveals enemies) with Trapwire (C), which Neon's kit does not have.
Brings traps and set-ups with Trademark (C), which Neon's kit does not have.
Brings healing with M-pulse (C), which Neon's kit does not have.
Mudanças
- Guide created for patch 13.06.
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