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Yoru · Duelist

Yoru beginner guide

IniciantesBaseado em dadosMédiaPatch 13.06
375Atualizado

Este guia é montado pelo site com dados de partidas e do próprio jogo: ninguém o escreveu à mão. Se houver guias oficiais ou da comunidade, eles aparecem ao lado.

Introdução

Yoru is a duelist in Valorant. Japanese native Yoru rips holes straight through reality to infiltrate enemy lines unseen. Using deception and aggression in equal measure, he gets the drop on each target before they know where to look.

Pontos fortes

  • Brings movement: GATECRASH (E).
  • Brings blind: FAKEOUT (C) and BLINDSIDE (Q).

Builds

Yoru 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 GATECRASH (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.Armadura Leve400 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. 2Armadura Pesada1,000 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

  • CDistraçãoEQUIPE um eco dimensional que se transforma em uma cópia do Yoru quando ativado. DISPARE para ativar a cópia e fazê-la avançar. Use o DISPARO ALTERNATIVO para posicionar um eco inativo. USE para transformar o eco inativo em uma cópia e fazê-la avançar. As cópias explodem e Cegam os inimigos quando destruídas por eles.Buy it second in the round. Throw it so it pops as you or a teammate peek; call it before.
  • QPonto CegoEQUIPE para arrancar um fragmento dimensional instável da realidade. DISPARE para lançar o fragmento, ativando um clarão que se dissipa ao atingir uma superfície sólida.Buy it third in the round. Throw it so it pops as you or a teammate peek; call it before.
  • EPassagem DimensionalEQUIPE um fluxo dimensional. DISPARE para lançá-lo à frente. Use o DISPARO ALTERNATIVO para posicionar um fluxo imóvel. ATIVE para se teleportar até ele. USE para acionar um teleporte falso. Uma carga de PASSAGEM DIMENSIONAL 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.
  • XEspionagem DimensionalSupremaEQUIPE uma máscara para olhar por entre as dimensões. DISPARE para entrar na dimensão do Yoru, onde você não poderá ser afetado nem visto pelos inimigos lá fora. REATIVE para sair da dimensão do Yoru mais cedo.Ultimate (X): charged with ultimate points, not bought.

Estratégia

1What you do

Your job: 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.

  • Crosshair at head height, always: most of the duels are decided by the first bullet.
  • Stop before you shoot: moving while firing makes rifles inaccurate.

2Learn these first

The abilities you buy first each round, in order:

  • GATECRASH (E): Save it to escape or to take a position the enemy does not expect.
  • FAKEOUT (C): Throw it so it pops as you or a teammate peek; call it before.
  • BLINDSIDE (Q): Throw it so it pops as you or a teammate peek; call it before.

3Mistakes to avoid

  • 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

  • Crosshair at head height, always: most of the duels are decided by the first bullet.
  • Stop before you shoot: moving while firing makes rifles inaccurate.
  • Buy your mobility first every round: it is what lets you take a fight and survive it.

Confrontos

Fraco contra

  • Undercut (Q) suppresses: while it lasts, Yoru cannot use GATECRASH (E) to escape.

  • ZERO/point (E) suppresses: while it lasts, Yoru cannot use GATECRASH (E) to escape.

  • Stealth Drone (C) suppresses: while it lasts, Yoru cannot use GATECRASH (E) to escape.

Combina bem com

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

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

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

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

Mudanças

  1. Guide created for patch 13.06.

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