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Waylay · Duelist

Waylay guide

Guia completoBaseado em dadosMédiaPatch 13.06
158Atualizado

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Introdução

Waylay is a duelist in Valorant. Thailand's prismatic radiant Waylay transforms into light itself as she darts across the battlefield, striking down her targets through shards of light before flitting back to safety, all in the blink of an eye. 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: Lightspeed (Q), Refract (E) and Convergent Paths (X).
  • Brings damage: Saturate (C).
  • Brings slows: Saturate (C) and Convergent Paths (X).
  • Brings buffs for the team: Convergent Paths (X).

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.

Builds

Waylay standard buys

EquilibradoRecomendada
Abrir build

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 Refract (E) first: it is the ability that covers what a duelist needs most.

Rodada de pistolas

GhostSilenced and accurate, with enough credits left for an ability. 500 credits. 105 head / 30 body up to 30 m (87.5 / 25 beyond 30 m); 6.75 shots/s, 13-round magazine, medium wall penetration, silenced.

Eco ou rodada bônus

SpectreCheap, accurate while moving close up and silenced: good to take space on a bonus round. 1,600 credits. 78 head / 26 body up to 15 m (60 / 20 beyond 30 m); 13.33 shots/s, 30-round magazine, low wall penetration, silenced.Light Armor400 credits: absorbs 66% of the damage, up to 25.

Compra completa

  1. 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.
  2. 2Heavy Armor1,000 credits: absorbs 66% of the damage, up to 50.

Alternativas

PhantomMore fire rate and a bigger magazine for close sites and spray transfers. 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.JudgeFor sites with tight corners 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.OperatorIf you are the team's sniper: opening picks with the most damage in the game. 4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.

Ordem de habilidades

Habilidade123
C··C
Q·Q·
EE··

Habilidades

  • CSaturaçãoEQUIPE um aglomerado de luz. DISPARE para lançar o aglomerado, que explode ao tocar no chão e Retém jogadores próximos com uma poderosa desaceleração de movimento e de armas.Buy it third in the round. Clear corners and stop the plant or the defuse.
  • QVelocidade da LuzEQUIPE para se preparar para um impulso de velocidade. DISPARE para avançar duas vezes. Use o DISPARO ALTERNATIVO para avançar uma vez. Só o primeiro avanço faz você subir.Buy it second in the round. Save it to escape or to take a position the enemy does not expect.
  • ERefraçãoCria INSTANTANEAMENTE um feixe de luz no chão. REATIVE para voltar rapidamente ao feixe como uma partícula de luz pura. Você fica invulnerável durante o deslocamento. Uma carga de Refração é restaurada a cada dois abates.Buy it first in the round. Save it to escape or to take a position the enemy does not expect.
  • XCaminhos ConvergentesSupremaEQUIPE para focar seu poder prismático. DISPARE para criar uma imagem residual de si mesma que projeta um feixe de luz. Após um breve intervalo, você recebe um poderoso impulso de velocidade, e o feixe se expande e Retém outros jogadores na área.Ultimate (X): charged with ultimate points, not bought. Save it to escape or to take a position the enemy does not expect.

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

Waylay's kit, key by key, and what the game says each ability does:

  • C — Saturate: damage and slows.
  • Q — Lightspeed: movement.
  • E — Refract: movement.
  • X — Convergent Paths (ultimate): movement, slows and buffs for the team.

3On attack

  • Lightspeed (Q) 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

  • 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 > Q > C; Convergent Paths (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, Waylay cannot use Lightspeed (Q) to escape.

  • ZERO/point (E) suppresses: while it lasts, Waylay cannot use Lightspeed (Q) to escape.

  • Stealth Drone (C) suppresses: while it lasts, Waylay cannot use Lightspeed (Q) to escape.

Combina bem com

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

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

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

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

Mudanças

  1. Guide created for patch 13.06.

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