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Iso · Duelist

Iso guide

Complete guideData-drivenMediumPatch 13.06
2.9KUpdated

This guide is assembled by the site from match data and the game's own information — nobody wrote it by hand. Official and community guides appear alongside it when they exist.

Overview

Iso is a duelist in Valorant. Chinese fixer for hire Iso falls into a flow state to dismantle the opposition. Reconfiguring ambient energy into bulletproof protection, he advances with focus towards his next duel to the death. Duelists are self-sufficient fraggers who their team expects, through abilities and skills, to get high frags and seek out engagements first.

Strengths

  • Brings healing: Kill Contract (X).
  • Brings damage: Double Tap (E).
  • Brings walls: Contingency (C).
  • Brings suppression: Undercut (Q).

Weaknesses

  • No movement in the kit, which a duelist usually has: lean on your team for it.
  • No blind 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

Iso standard buys

BalancedRecommended
Open build

When to use it

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

Pistol round

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 / bonus round

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.

Full buy

  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.

Alternatives

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.

Skill order

Ability123
C·C·
Q··Q
EE··

Abilities

  • CContingencyEQUIP to assemble prismatic energy. FIRE to push an indestructible wall of energy forward that blocks bullets. ALT FIRE to push out a slower version of the wall.Buy it second in the round. Block a path to split the enemy or to plant and defuse safely.
  • QUndercutEQUIP a molecular bolt. FIRE to throw it forward, briefly applying Vulnerable & Suppress to all players it touches. The bolt can pass through solid objects, including walls.Buy it third in the round. Suppress before the fight: enemies cannot use abilities to escape.
  • EDouble TapINSTANTLY start channeling your focus. Once focused: gain a shield which absorbs one instance of damage from any source, reload more quickly, and enter a flow state during which downed enemies you kill or damage spawn an energy orb. Shooting this orb refreshes your flow state and your existing shield, or grants another.Buy it first in the round. Clear corners and stop the plant or the defuse.
  • XKill ContractUltimateEQUIP an interdimensional arena. FIRE to hurl a column of energy through the battlefield, pulling and healing both you and the first enemy hit into the arena to duel to the death.Ultimate (X): charged with ultimate points, not bought. Heal between fights, not during them: an ally at full health wins the next duel.

Strategy

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

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

  • C — Contingency: walls.
  • Q — Undercut: suppression.
  • E — Double Tap: damage.
  • X — Kill Contract (ultimate): healing.

3On attack

  • 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

  • Kill Contract (X) 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; Kill Contract (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.

Tips

  • 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.

Matchups

Strong against

  • Undercut (Q) suppresses Jett: no Updraft (Q) to escape the fight.

  • Undercut (Q) suppresses Neon: no High Gear (E) to escape the fight.

  • Undercut (Q) suppresses Waylay: no Lightspeed (Q) to escape the fight.

  • Undercut (Q) suppresses Yoru: no GATECRASH (E) to escape the fight.

Works well with

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

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

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

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

Changelog

  1. Guide created for patch 13.06.

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