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Phoenix · Duelist

Phoenix as a duelist

RoleData-drivenMediumPatch 13.06
5.5KUpdated

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

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.

Strengths

  • 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).

Weaknesses

  • 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.

Builds

Phoenix 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 Curveball (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

  • CBlazeEQUIP a flame wall. FIRE to create a line of flame that moves forward, passing through the world and creating a wall of fire that blocks vision and damages players passing through it. The fire wall heals Phoenix instead of dealing damage. HOLD FIRE to bend the wall in the direction of your crosshair.Buy it second in the round. Cut the line of sight the enemy is holding right when your team moves.
  • QHot HandsEQUIP a fireball. FIRE to throw a fireball that explodes after a set amount of time or upon hitting the ground, creating a lingering fire zone that damages enemies. The fire zone heals Phoenix instead of dealing damage. ALT FIRE to lob.Buy it third in the round. Heal between fights, not during them: an ally at full health wins the next duel.
  • ECurveballEQUIP a flare orb that takes a curving path and detonates shortly after throwing. FIRE to curve the flare orb to the left, detonating and Blinding any player who sees the orb. ALT FIRE to curve the flare orb to the right. Curveball resets a charge every two kills.Buy it first in the round. Throw it so it pops as you or a teammate peek; call it before.
  • XRun it BackUltimateINSTANTLY place a marker at Phoenix's location. While this ability is active, dying or allowing the timer to expire will end this ability and bring Phoenix back to this location with full health and the amount of armor he had when the ability was cast.Ultimate (X): charged with ultimate points, not bought. Only when the area is safe: reviving under fire costs two lives.
  • Heating UpPassivePASSIVELY Heal Phoenix instead of taking damage after standing in Phoenix's own firePassive: always active. Heal between fights, not during them: an ally at full health wins the next duel.

Strategy

1The duelist's job

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.

2What the role needs, and what the kit brings

  • movement: not in the kit.
  • blind: Curveball (E).
  • healing: Blaze (C) and Hot Hands (Q).
  • vision-blocking smoke: Blaze (C).
  • damage: Blaze (C) and Hot Hands (Q).

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

  • 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.

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.

Matchups

Works well with

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

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

  • Brings crowd control (concuss, detain) with Nova Pulse (Q), which Phoenix's kit does not have.

Changelog

  1. Guide created for patch 13.06.

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