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Overview
Vyse is a sentinel in Valorant. Metallic mastermind Vyse unleashes liquid metal to isolate, trap, and disarm her enemies. Through cunning and manipulation, she forces all who oppose her to fear the battlefield itself. Sentinels are defensive experts who can lock down areas and watch flanks, both on attacker and defender rounds.
Strengths
- Brings traps and set-ups: Razorvine (C) and Shear (Q).
- Brings slows: Razorvine (C).
- Brings walls: Shear (Q).
- Brings blind: Arc Rose (E).
Weaknesses
- No information (reveals enemies) in the kit, which a sentinel usually has: lean on your team for it.
- No ability that reveals enemies: your information comes from teammates and sound.
Build cheat sheet
Pick the build that fits what you want to do this game.
- Vyse standard buysBalancedRecommendedThe usual economy for a sentinel: Classic on the pistol round, Bucky on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Razorvine (C) first: it is the ability that covers what a sentinel needs most.
- Vyse: anchor with the operatorOffensiveAdvancedFor sentinels who hold a long site on their own: the Operator takes the first kill and your traps cover the rest. On ecos, the Marshal does the same for less. Full buy: 5,700 credits with heavy armor.
- Vyse force buyDefensiveSituationalWhen the team cannot afford a full buy but has to play the round: Judge with light armor (2,250 credits) or Guardian with a regen shield (2,900 credits), and your abilities before the gun.
Builds
Vyse standard buys
When to use it
The usual economy for a sentinel: Classic on the pistol round, Bucky on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Razorvine (C) first: it is the ability that covers what a sentinel needs most.
Pistol round
Eco / bonus round
Full buy
- 1VandalHolds the site's long angles from far away: one headshot at any distance. 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.
- 2Heavy Armor1,000 credits: absorbs 66% of the damage, up to 50.
Alternatives
Skill order
Vyse: anchor with the operator
When to use it
For sentinels who hold a long site on their own: the Operator takes the first kill and your traps cover the rest. On ecos, the Marshal does the same for less. Full buy: 5,700 credits with heavy armor.
Pistol round
Eco / bonus round
Full buy
- 1Operator4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.
- 2Heavy Armor1,000 credits: absorbs 66% of the damage, up to 50.
Alternatives
Skill order
Vyse force buy
When to use it
When the team cannot afford a full buy but has to play the round: Judge with light armor (2,250 credits) or Guardian with a regen shield (2,900 credits), and your abilities before the gun.
Eco / bonus round
Full buy
- 1Guardian2,250 credits. 195 head / 65 body up to 50 m; 5.25 shots/s, 12-round magazine, high wall penetration.
- 2Regen Shield650 credits: absorbs 100% of the damage, up to 50, and regenerates.
Alternatives
Skill order
Abilities
CRazorvineEQUIP a nest of liquid metal. FIRE to launch. Upon landing, the nest becomes invisible. When ACTIVATED, it sprawls out into a large razorvine nest which slows and damages all players who move through it.Buy it first in the round. Set it where the enemy walks without looking, and change the spot every few rounds.
QShearEQUIP filaments of liquid metal. FIRE to place a hidden wall trap. When an enemy crosses, an indestructible wall bursts from the ground behind them. The wall lasts for a brief time before dissipating.Buy it second in the round. Set it where the enemy walks without looking, and change the spot every few rounds.
EArc RoseEQUIP an Arc Rose. Target a surface and FIRE to place a stealthed Arc Rose, or ALT FIRE to place the Arc Rose through it. REUSE to blind all players looking at it. This ability can be picked up to be REDEPLOYED.Buy it third in the round. Throw it so it pops as you or a teammate peek; call it before.
XSteel GardenUltimateEQUIP a bramble of liquid metal. FIRE to send the metal erupting from you as a torrent of metal thorns, JAMMING enemy primary weapons after a brief windup.Ultimate (X): charged with ultimate points, not bought. Suppress before the fight: enemies cannot use abilities to escape.
Strategy
1Your job
As a sentinel, your job is to hold a site or a flank on your own with traps and set-ups, slow down the pushes and watch your team's back on attack.
2Abilities
Vyse's kit, key by key, and what the game says each ability does:
- C — Razorvine: traps and set-ups, damage and slows.
- Q — Shear: traps and set-ups and walls.
- E — Arc Rose: blind.
- X — Steel Garden (ultimate): suppression.
3On attack
- Arc Rose (E) clears the angle right before the entry.
- Leave Razorvine (C) on the flank so nobody surprises the team from behind.
- Place your set-up to watch the flank: your traps tell the team if someone comes from behind.
- After the plant, your utility defends the Spike: place it where the defuser has to stand.
4On defense
- Set Razorvine (C) before the round starts on the path the attack uses.
- Keep Arc Rose (E) for the retake.
- Set up your site before the round starts and play off your traps: they tell you when and where the push comes.
- Do not die at the first contact: your job is to delay until the rotation arrives.
5Economy
What to buy depending on the credits the team has:
- Pistol round: Classic + Light Armor.
- Eco or bonus: Bucky — cheap and lethal up close: perfect for holding a tight corner behind your traps.
- Full buy: Vandal — holds the site's long angles from far away: one headshot at any distance.
- Abilities in this order: C > Q > E; Steel Garden (X) is charged, not bought.
6Maps
On three-site maps a sentinel often holds a site alone: your set-up has to buy time until help arrives. 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
- Leaving the site you hold to chase a kill.
- Using the same set-up every round.
Tips
- Change your set-up every few rounds: a predictable trap gets destroyed before it does anything.
- Hide your traps in places the enemy does not look while clearing the site.
- Always place your utility, even on an eco: it is your best weapon.
Matchups
Strong against
Steel Garden (X) suppresses Jett: no Updraft (Q) to escape the fight.
Steel Garden (X) suppresses Neon: no High Gear (E) to escape the fight.
Steel Garden (X) suppresses Waylay: no Lightspeed (Q) to escape the fight.
Steel Garden (X) suppresses Yoru: no GATECRASH (E) to escape the fight.
Works well with
Brings vision-blocking smoke with Nebula / Dissipate (E), which Vyse's kit does not have.
Brings information (reveals enemies) with Prowler (C), which Vyse's kit does not have.
Brings healing with M-pulse (C), which Vyse's kit does not have.
Brings crowd control (concuss, detain) with Fault Line (E), which Vyse's kit does not have.
Changelog
- Guide created for patch 13.06.
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