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Jett · Duelist

Jett guide

Guia completoBaseado em dadosMédiaPatch 13.06
807Atualizado

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Introdução

Jett is a duelist in Valorant. Representing her home country of South Korea, Jett's agile and evasive fighting style lets her take risks no one else can. She runs circles around every skirmish, cutting enemies up before they even know what hit them. 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: Updraft (Q) and Tailwind (E).
  • Brings vision-blocking smoke: Cloudburst (C).

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

Jett 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 Tailwind (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

  • CErupção das BrumasINSTANTANEAMENTE lança um projétil que se expande numa breve nuvem que obscurece a visão ao bater numa superfície. SEGURE o botão da habilidade para curvar a fumaça na direção da sua mira.Buy it third in the round. Cut the line of sight the enemy is holding right when your team moves.
  • QCorrente AscendenteINSTANTANEAMENTE lança Jett bem alto no ar.Buy it second in the round. Save it to escape or to take a position the enemy does not expect.
  • EBrisa de ImpulsoATIVE para preparar uma rajada de vento por tempo limitado. REPITA a habilidade para lançar Jett na direção do movimento atual dela. Se estiver parada, Jett será lançada para a frente. A carga de Brisa de Impulso 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.
  • XTormenta de AçoSupremaEQUIPE um conjunto de facas de arremesso altamente precisas. DISPARE para lançar uma única faca contra o alvo. As facas são recarregadas ao matar um oponente. Use o DISPARO ALTERNATIVO para jogar todas as facas restantes contra o alvo, porém elas não são recarregadas ao matar um oponente.Ultimate (X): charged with ultimate points, not bought.
  • DerivaPassivaSegurar o botão de pulo durante uma queda permite que você plane no ar.Passive: always active.

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

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

  • C — Cloudburst: vision-blocking smoke.
  • Q — Updraft: movement.
  • E — Tailwind: movement.
  • X — Blade Storm (ultimate).
  • Passive — Drift.

3On attack

  • Cloudburst (C) cuts the defenders' line of sight while the team crosses.
  • Updraft (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

  • Cloudburst (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 > Q > C; Blade Storm (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, Jett cannot use Updraft (Q) to escape.

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

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

Combina bem com

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

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

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

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

Mudanças

  1. Guide created for patch 13.06.

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