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Vyse · Sentinel

Vyse guide

Complete guideData-drivenMediumPatch 13.06
161Updated

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

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.

Builds

Vyse standard buys

BalancedRecommended
Open build

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

ClassicThe free pistol, with its three-pellet alternate fire for close corners; the credits go to your set-up. Free. 78 head / 26 body up to 30 m (66 / 22 beyond 30 m); 6.75 shots/s, 12-round magazine, low wall penetration.Light Armor400 credits: absorbs 66% of the damage, up to 25.

Eco / bonus round

BuckyCheap and lethal up close: perfect for holding a tight corner behind your traps. 850 credits. 34 head / 17 body up to 8 m (18 / 9 beyond 12 m) per pellet, 15 pellets; 1.1 shots/s, 5-round magazine, low wall penetration.Light Armor400 credits: absorbs 66% of the damage, up to 25.

Full buy

  1. 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.
  2. 2Heavy Armor1,000 credits: absorbs 66% of the damage, up to 50.

Alternatives

PhantomFor sites held up close. 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.OperatorA sentinel who anchors a long site can hold it alone with the sniper. 4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.JudgeTo hold the tight corners of a site 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.

Skill order

Ability123
CC··
Q·Q·
E··E

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

  1. Guide created for patch 13.06.

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