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The Only Gamesense Guide You Need to Rank Up in Valorant — Transcript

by seankobe · 1,706 words · 254 segments · language en · Watch on YouTube

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  1. 0:00Do you ever throw an unlosable 4-v-1?
  2. 0:12I dropped 37 kills this game. We had a
  3. 0:14massive lead. We're sitting on match
  4. 0:16point, and still managed to let the
  5. 0:18enemy team come back and beat us in
  6. 0:21overtime. Why? Because clips like this
  7. 0:23kept happening. One of us literally fell
  8. 0:25off the map. Three of us gave isolated
  9. 0:281-v-1 fights. I will I so whiffed. I got
  10. 0:31vulnerable by the Viper molly, and our
  11. 0:33Chamber was on a completely different
  12. 0:36page. We turned an unlosable 4-v-1 into
  13. 0:39a total disaster. In this video, I'm
  14. 0:41breaking down the four core premises you
  15. 0:44need to master game sense like an
  16. 0:46immortal. Premise one, mentality. The
  17. 0:48biggest killer of game sense is your
  18. 0:50mental state. When you're tilted, your
  19. 0:53processing speed drops, and you take ego
  20. 0:5550-50s out of frustration. If you just
  21. 0:58came off a brutal loss, or if your duo
  22. 1:00is tilted and underperforming, stop
  23. 1:03queuing immediately. Take a mandatory
  24. 1:061-hour break to reset, or take a few
  25. 1:08days off entirely if you're burnt out.
  26. 1:11Next, drop the fear of speaking voice
  27. 1:13chat. If you're worried people will
  28. 1:15judge your voice, say you're in for
  29. 1:17anyway, and hit mute on anyone who talks
  30. 1:19trash. At the same time, master
  31. 1:21artificial hype. If a teammate is bot
  32. 1:23fragging, but clutches a round, hype
  33. 1:26them up instantly.
  34. 1:30Everything you do is about manipulating
  35. 1:33win probability, not your ego. Finally,
  36. 1:36win the game before it starts. Use your
  37. 1:38dodges wisely on doomed or toxic
  38. 1:40lobbies. While in agent select, hover
  39. 1:43your agent without instantly locking, so
  40. 1:45you can grab water or use the bathroom.
  41. 1:47This also stops people getting tilted.
  42. 1:49Pistol round is the most important
  43. 1:51momentum round of the game. Do not spawn
  44. 1:54in AFK. Premise two, protocols.
  45. 1:57High-level game sense isn't about making
  46. 1:59quick reactions mid gunfight. It's about
  47. 2:02having a protocol before the round even
  48. 2:04starts. During buy phase, visualize your
  49. 2:07exact opening move. If you're on Sova,
  50. 2:10ask yourself, am I throwing an early
  51. 2:12recon to clear main, or am I droning for
  52. 2:15my team? If you're droning, your
  53. 2:17protocol is to immediately call out,
  54. 2:20wait for my drone, don't peek yet.
  55. 2:22Low elo players die because they swing
  56. 2:25before utility arrives.
  57. 2:27High elo players use protocols to hold
  58. 2:30their teammates leashes, so nobody
  59. 2:32throws before the fight even begins.
  60. 2:35Crucially, you need to know who takes
  61. 2:37first contact when executing.
  62. 2:40Contrary to what most people think, if
  63. 2:42someone is sitting on low HP, they
  64. 2:45should take the first peek. Why? Because
  65. 2:48an enemy fighting a one HP player still
  66. 2:51has to aim for the head and commit their
  67. 2:53spray, locking them into an animation.
  68. 2:56That makes them an absolute sitting duck
  69. 2:58for you, the full HP teammate right
  70. 3:00behind them, to swing out and secure an
  71. 3:03effortless trade. On top of that, if
  72. 3:05Clove has their ult ready, let them go
  73. 3:08first. They literally have a get out of
  74. 3:10death card to force space and gather
  75. 3:12free info without a permanent man
  76. 3:15disadvantage. Premise three, timings.
  77. 3:17When your team commits a fast rush,
  78. 3:19execution speed is everything.
  79. 3:21Hesitating at the choke point for even
  80. 3:23two seconds leaves your entry duelists
  81. 3:25isolated in at least a one v two while
  82. 3:28enemy anchors lock down crossfires. To
  83. 3:30scale onto site cleanly without tripping
  84. 3:32over each other, follow a strict entry
  85. 3:34hierarchy. First style is your entry
  86. 3:36duelists,
  87. 3:38followed immediately by your second
  88. 3:39duelist. Next comes your sentinel, then
  89. 3:41your smoker like Clove, and finally your
  90. 3:44initiator, since agents casting heavy
  91. 3:46utility usually enter last. If a low
  92. 3:48damage molly or smoke drops as you're
  93. 3:51are
  94. 3:52disrespecting and tanking the damage
  95. 3:54together. By stopping dead in your
  96. 3:56tracks, you bait your entry duelists and
  97. 3:58hence the site to the defenders.
  98. 4:01>> That is not great. I can't lie.
  99. 4:03>> Yeah, but my Viper the Viper Molly
  100. 4:04wasn't covering anything.
  101. 4:05>> Like I know you're scared of getting
  102. 4:07vulnerable and stuff, but it's just a
  103. 4:08Molly like Viper it's the worst Molly in
  104. 4:10the game pretty much.
  105. 4:12>> Is one of
  106. 4:13>> Nah, just cuz it's like
  107. 4:15>> Yeah, it's with the Viper like we just
  108. 4:17need to help Ja.
  109. 4:19>> The only exception to this scaling order
  110. 4:21is if your team wants to keep the
  111. 4:23sentinels location completely unknown.
  112. 4:26In that scenario, your sentinel
  113. 4:28shouldn't be scaling onto site at all.
  114. 4:32Instead, either let the Cypher or
  115. 4:34sentinel lurk on the other side of the
  116. 4:36map or let the Cypher spam with a
  117. 4:39phantom in for example the B main smoke
  118. 4:41on a sand. This prevents the defenders
  119. 4:43from knowing where every single person
  120. 4:45is on the attacking team as they do not
  121. 4:49hear any certain specific utility being
  122. 4:52thrown out like cages.
  123. 4:55Don't rotate blindly. You need to
  124. 4:57understand when to over rotate and when
  125. 4:59to stay on site.
  126. 5:02This all depends on what the enemy team
  127. 5:03has been doing. So, don't just play
  128. 5:05games brainlessly and not reading the
  129. 5:08opponent. You have to adapt. So, what do
  130. 5:11you do?
  131. 5:12Well, if you realize they keep rushing a
  132. 5:14site and they don't usually fake, then
  133. 5:16you can just instantly rotate like I'm
  134. 5:19doing in the Cypher clip
  135. 5:20>> [music]
  136. 5:20>> and checking my cam, making sure they're
  137. 5:22not B main. I can safely and offer my
  138. 5:26information just rotate to A instantly
  139. 5:28even though everyone's A already. You
  140. 5:30need to be part of the action.
  141. 5:35As you can see, I get two kills because
  142. 5:37I rotated. This lets me actually play
  143. 5:40the game rather than just waiting every
  144. 5:42single round for the enemies to push me.
  145. 5:44But, what What I'm not Cypher and I'm a
  146. 5:46different agent without 100% certainty
  147. 5:49they're not be main? Well, all you have
  148. 5:51to do is have someone, yourself or your
  149. 5:54teammate, listening to all your cues in
  150. 5:56main. If nothing happens within the 2
  151. 5:58seconds, you can safely just instantly
  152. 6:01rotate through spawn to the other side.
  153. 6:03However, what if they fake the other
  154. 6:05side that you're not on and you're
  155. 6:06already over-rotating to the other side?
  156. 6:09Well, this doesn't matter as in ranked,
  157. 6:11it's best to gamble sides because you
  158. 6:14don't want to leave your teammates left
  159. 6:16in a 2 v 5 when they're rushing them. As
  160. 6:18the more people that are on site, the
  161. 6:21higher the probability you're going to
  162. 6:22win the round. So, you can just play
  163. 6:24retake on the site you just left,
  164. 6:27ensuring that you don't give them a free
  165. 6:29kill by running out with knife owl or
  166. 6:31even shifting back onto site as they may
  167. 6:34already be on an angle holding you.
  168. 6:37Finally, combine your mini-map with
  169. 6:39audio cues to spot fakes. If your
  170. 6:42teammates panic calm, it's C, and you
  171. 6:44start rotating through spawn, look at
  172. 6:46your mini-map. If there are no enemies
  173. 6:49actually pushing out the main smoke and
  174. 6:52only just a recon and just a few smokes,
  175. 6:55then it's most likely a fake and they're
  176. 6:58actually going to default or push your
  177. 7:00site. Premise four, economy. As
  178. 7:03mentioned earlier, pistol rounds are the
  179. 7:05most critical momentum rounds in all of
  180. 7:07Valorant. Even if you get a completely
  181. 7:09stomped in the first half going 2 and
  182. 7:1110, winning that second half pistol is
  183. 7:14how you initiate an instant snowball
  184. 7:16comeback. So, what do you actually buy
  185. 7:18on pistol? The Sheriff is ridiculously
  186. 7:21strong with its two-body short
  187. 7:23lethality, but your buy must match your
  188. 7:26agent role and enemy count. If you're an
  189. 7:28initiator like Cypher, ask yourself, "Do
  190. 7:31I really need a drone or double shock
  191. 7:32darts right now?" If the enemy is
  192. 7:34running a Chamber anchor, maybe you do
  193. 7:37need that drone to clear him safely. But
  194. 7:39if the other team has a more passive
  195. 7:40sentinel, then of course get the double
  196. 7:43shot guns as they'll probably have cyber
  197. 7:44trips or mollies. But if your team has
  198. 7:46like a Phoenix, tell him to flash main
  199. 7:49so you can scale for free, freeing up
  200. 7:51your credits so you can get a sheriff
  201. 7:52yourself and frag out. Now, here is a
  202. 7:55secret high elo rule. If you lose pistol
  203. 7:58round, force buy a Bandit or a strong
  204. 8:01eco option. All that means is that on
  205. 8:03round three, you'll be sitting on light
  206. 8:05armor with a Vandal or Phantom instead
  207. 8:08of full shields. But your likelihood of
  208. 8:10stealing back round two skyrockets
  209. 8:13tremendously. Why stay stuck with a
  210. 8:15classic in medium to long range fights
  211. 8:17against their Guardians and Outlaws?
  212. 8:19Break their momentum early, steal their
  213. 8:22weapons, and force them onto an eco.
  214. 8:25If you win pistol round, buy actual
  215. 8:27guns. The amount of times I see players
  216. 8:29in Ascendant or low Immortal buy zero
  217. 8:32upgrades, keeping Ghosts and Classics
  218. 8:34after winning pistol, only to get bonus
  219. 8:37and thrifted by a five-man classic rush,
  220. 8:39is insane. Buy Bulldogs, Spectres,
  221. 8:41Guardians, or Outlaws. The Outlaw is
  222. 8:44borderline broken on round two defaults.
  223. 8:46It instantly deletes anyone on light
  224. 8:48armor or half shield buys. Stop saving
  225. 8:51after winning pistol. Buy at least three
  226. 8:53real guns and lock down your bonus.
  227. 8:56Let's say on round three, your team has
  228. 8:58just been ecoed, then you can consider
  229. 9:01buying a hero Vandal if you did indeed
  230. 9:03save on that round two. As you didn't
  231. 9:05expect your team to throw and lose that
  232. 9:07round, you can reclaim it by buying a
  233. 9:10hero Vandal and potentially grab back
  234. 9:12that round that you just lost. But even
  235. 9:14if you did win that round two round, you
  236. 9:17can buy a Vandal to increase your
  237. 9:19probability of winning that round, thus
  238. 9:21bonusing the other team. Finally, track
  239. 9:24the enemy's economy and abuse it. If the
  240. 9:26enemy is forced onto light armor, pull
  241. 9:28out Outlaws and body shot them to death.
  242. 9:30And for the love of God, stop saving
  243. 9:33your ultimates for next half. Your
  244. 9:35ultimate completely vanishes when side
  245. 9:37swap. Holding an old for six rounds,
  246. 9:39waiting for the perfect moment means you
  247. 9:42missed out on charging two or three
  248. 9:44additional olds. Use your olds
  249. 9:46frequently. Even if a round turns
  250. 9:48chaotic, pulling the trigger gives your
  251. 9:50team a significantly higher statistical
  252. 9:52chance of winning the round. Even if it
  253. 9:54turns bad, you at least get to practice
  254. 9:58and do better olds in the future.

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