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Raze · Duelist

What to buy with Raze: economy and loadouts

ComprasBaseado em dadosMédiaPatch 13.06
8,4 milAtualizado

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Introdução

Raze is a duelist in Valorant. Raze explodes out of Brazil with her big personality and big guns. With her blunt-force-trauma playstyle, she excels at flushing entrenched enemies and clearing tight spaces with a generous dose of "boom." Every number below comes from the game's own weapon data: damage by body part and distance, fire rate, magazine and price.

Builds

Raze 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 Paint Shells (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

  • CBumbaEQUIPE um Bumba. DISPARE para lançar o robô, que avança em linha reta no chão, ricocheteando nas paredes. O Bumba trava ao detectar inimigos no cone frontal e os persegue, explodindo e causando dano pesado se alcançá-los.
  • QCarga de ExplosivosINSTANTANEAMENTE lança uma Carga de Explosivos que gruda em superfícies. REPITA a habilidade depois de lançar para detonar. A carga move tudo que for atingido e causa dano se estiver totalmente carregada.
  • ECartuchos de TintaEQUIPE uma granada múltipla. DISPARE para jogar a granada, que causa dano e cria submunições, cada uma causando dano a qualquer um que estiver no alcance. Use o DISPARO ALTERNATIVO para arremessar a curta distância. A carga dos Cartuchos de Tinta é redefinida a cada dois abates.
  • XEstraga-prazeresSupremaEQUIPE um lança-mísseis. DISPARE um foguete que causa dano devastador em área ao fazer contato com qualquer coisa.

Estratégia

1Pistol round

silenced and accurate, with enough credits left for an ability.

  • Ghost: 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.
  • Sheriff: 800 credits. 159.5 head / 55 body up to 30 m (145 / 50 beyond 30 m); 4 shots/s, 6-round magazine, high wall penetration.

2Eco and bonus

cheap, accurate while moving close up and silenced: good to take space on a bonus round.

  • Spectre: 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.
  • Judge: 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.
  • Spectre: 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.

3Full buy

the same head damage at every distance: a one-tap at any range rewards the duelist who peeks first.

  • Vandal: 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.
  • Phantom: 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.
  • Judge: 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.
  • Operator: 4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.

4Shields

Which shield to pair with each buy:

  • Light Armor: 400 credits: absorbs 66% of the damage, up to 25.
  • Regen Shield: 650 credits: absorbs 100% of the damage, up to 50, and regenerates.
  • Heavy Armor: 1,000 credits: absorbs 66% of the damage, up to 50.

5Abilities

Buy order for Raze: E > C > Q.

  • Paint Shells (E)
  • Boom Bot (C)
  • Blast Pack (Q)

Dicas

  • Buy your abilities before the gun on an eco: they cost less and win more fights.
  • Buy as a team: five half buys lose to five full buys.

Confrontos

Combina bem com

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

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

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

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

Mudanças

  1. Guide created for patch 13.06.

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