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Introdução
Phoenix is a duelist in Valorant. Hailing from the U.K., Phoenix's star power shines through in his fighting style, igniting the battlefield with flash and flare. Whether he's got backup or not, he's rushing in to fight on his own terms. 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 blind: Curveball (E).
- Brings healing: Blaze (C) and Hot Hands (Q).
- Brings vision-blocking smoke: Blaze (C).
- Brings damage: Blaze (C) and Hot Hands (Q).
Pontos fracos
- No movement 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.
- Phoenix 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 Curveball (E) first: it is the ability that covers what a duelist needs most.
- Phoenix: 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.
- Phoenix 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
Phoenix 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 Curveball (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
Phoenix: 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
Phoenix 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
CLabaredaEQUIPE uma parede de fogo. DISPARE para criar uma linha de chamas que avança, atravessa o ambiente e gera uma parede de fogo que bloqueia a visão e causa dano a jogadores que passarem por ela. A parede de fogo cura Phoenix em vez de causar dano a ele. SEGURE O DISPARO para curvá-la na direção da mira.Buy it second in the round. Cut the line of sight the enemy is holding right when your team moves.
QMãos QuentesEQUIPE uma bola de fogo. DISPARE para jogar a bola de fogo, que explode após um intervalo ou ao atingir o chão e cria uma zona duradoura de fogo que causa dano aos inimigos. A zona de fogo cura Phoenix em vez de causar dano. Use o DISPARO ALTERNATIVO para arremessar a curta distância.Buy it third in the round. Heal between fights, not during them: an ally at full health wins the next duel.
EBola CurvaEQUIPE um orbe de chamas que avança em curva e detona pouco após o lançamento. DISPARE para curvá-lo para a esquerda, detonando e Cegando qualquer jogador que vir o orbe. Use o DISPARO ALTERNATIVO para curvá-lo para a direita. Uma carga de Bola Curva é restaurada a cada dois abates.Buy it first in the round. Throw it so it pops as you or a teammate peek; call it before.
XRenascimentoSupremaINSTANTANEAMENTE coloca um marcador na localização de Phoenix. Com a habilidade ativa, morrer ou deixar o tempo acabar encerrarão a habilidade e trarão Phoenix de volta ao local marcado com Vida completa e a mesma quantidade de armadura que tinha ao ativa-la.Ultimate (X): charged with ultimate points, not bought. Only when the area is safe: reviving under fire costs two lives.AquecimentoPassivaPASSIVAMENTE, Phoenix é Curado em vez de sofrer dano após ficar parado no fogo do próprio Phoenix.Passive: always active. Heal between fights, not during them: an ally at full health wins the next duel.
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
Phoenix's kit, key by key, and what the game says each ability does:
- C — Blaze: vision-blocking smoke, healing, walls and damage.
- Q — Hot Hands: healing and damage.
- E — Curveball: blind.
- X — Run it Back (ultimate): revive.
- Passive — Heating Up.
3On attack
- Curveball (E) clears the angle right before the entry.
- Blaze (C) cuts the defenders' line of sight while the team crosses.
- 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
- Blaze (C) delays the push on the main entry.
- Keep Curveball (E) for the retake.
- Blaze (C) keeps the team alive between fights.
- 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; Run it Back (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
Mudanças
- Guide created for patch 13.06.
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