The Only Gamesense Guide You Need to Rank Up in Valorant — Transcript
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- 0:00Do you ever throw an unlosable 4-v-1?
- 0:12I dropped 37 kills this game. We had a
- 0:14massive lead. We're sitting on match
- 0:16point, and still managed to let the
- 0:18enemy team come back and beat us in
- 0:21overtime. Why? Because clips like this
- 0:23kept happening. One of us literally fell
- 0:25off the map. Three of us gave isolated
- 0:281-v-1 fights. I will I so whiffed. I got
- 0:31vulnerable by the Viper molly, and our
- 0:33Chamber was on a completely different
- 0:36page. We turned an unlosable 4-v-1 into
- 0:39a total disaster. In this video, I'm
- 0:41breaking down the four core premises you
- 0:44need to master game sense like an
- 0:46immortal. Premise one, mentality. The
- 0:48biggest killer of game sense is your
- 0:50mental state. When you're tilted, your
- 0:53processing speed drops, and you take ego
- 0:5550-50s out of frustration. If you just
- 0:58came off a brutal loss, or if your duo
- 1:00is tilted and underperforming, stop
- 1:03queuing immediately. Take a mandatory
- 1:061-hour break to reset, or take a few
- 1:08days off entirely if you're burnt out.
- 1:11Next, drop the fear of speaking voice
- 1:13chat. If you're worried people will
- 1:15judge your voice, say you're in for
- 1:17anyway, and hit mute on anyone who talks
- 1:19trash. At the same time, master
- 1:21artificial hype. If a teammate is bot
- 1:23fragging, but clutches a round, hype
- 1:26them up instantly.
- 1:30Everything you do is about manipulating
- 1:33win probability, not your ego. Finally,
- 1:36win the game before it starts. Use your
- 1:38dodges wisely on doomed or toxic
- 1:40lobbies. While in agent select, hover
- 1:43your agent without instantly locking, so
- 1:45you can grab water or use the bathroom.
- 1:47This also stops people getting tilted.
- 1:49Pistol round is the most important
- 1:51momentum round of the game. Do not spawn
- 1:54in AFK. Premise two, protocols.
- 1:57High-level game sense isn't about making
- 1:59quick reactions mid gunfight. It's about
- 2:02having a protocol before the round even
- 2:04starts. During buy phase, visualize your
- 2:07exact opening move. If you're on Sova,
- 2:10ask yourself, am I throwing an early
- 2:12recon to clear main, or am I droning for
- 2:15my team? If you're droning, your
- 2:17protocol is to immediately call out,
- 2:20wait for my drone, don't peek yet.
- 2:22Low elo players die because they swing
- 2:25before utility arrives.
- 2:27High elo players use protocols to hold
- 2:30their teammates leashes, so nobody
- 2:32throws before the fight even begins.
- 2:35Crucially, you need to know who takes
- 2:37first contact when executing.
- 2:40Contrary to what most people think, if
- 2:42someone is sitting on low HP, they
- 2:45should take the first peek. Why? Because
- 2:48an enemy fighting a one HP player still
- 2:51has to aim for the head and commit their
- 2:53spray, locking them into an animation.
- 2:56That makes them an absolute sitting duck
- 2:58for you, the full HP teammate right
- 3:00behind them, to swing out and secure an
- 3:03effortless trade. On top of that, if
- 3:05Clove has their ult ready, let them go
- 3:08first. They literally have a get out of
- 3:10death card to force space and gather
- 3:12free info without a permanent man
- 3:15disadvantage. Premise three, timings.
- 3:17When your team commits a fast rush,
- 3:19execution speed is everything.
- 3:21Hesitating at the choke point for even
- 3:23two seconds leaves your entry duelists
- 3:25isolated in at least a one v two while
- 3:28enemy anchors lock down crossfires. To
- 3:30scale onto site cleanly without tripping
- 3:32over each other, follow a strict entry
- 3:34hierarchy. First style is your entry
- 3:36duelists,
- 3:38followed immediately by your second
- 3:39duelist. Next comes your sentinel, then
- 3:41your smoker like Clove, and finally your
- 3:44initiator, since agents casting heavy
- 3:46utility usually enter last. If a low
- 3:48damage molly or smoke drops as you're
- 3:51are
- 3:52disrespecting and tanking the damage
- 3:54together. By stopping dead in your
- 3:56tracks, you bait your entry duelists and
- 3:58hence the site to the defenders.
- 4:01>> That is not great. I can't lie.
- 4:03>> Yeah, but my Viper the Viper Molly
- 4:04wasn't covering anything.
- 4:05>> Like I know you're scared of getting
- 4:07vulnerable and stuff, but it's just a
- 4:08Molly like Viper it's the worst Molly in
- 4:10the game pretty much.
- 4:12>> Is one of
- 4:13>> Nah, just cuz it's like
- 4:15>> Yeah, it's with the Viper like we just
- 4:17need to help Ja.
- 4:19>> The only exception to this scaling order
- 4:21is if your team wants to keep the
- 4:23sentinels location completely unknown.
- 4:26In that scenario, your sentinel
- 4:28shouldn't be scaling onto site at all.
- 4:32Instead, either let the Cypher or
- 4:34sentinel lurk on the other side of the
- 4:36map or let the Cypher spam with a
- 4:39phantom in for example the B main smoke
- 4:41on a sand. This prevents the defenders
- 4:43from knowing where every single person
- 4:45is on the attacking team as they do not
- 4:49hear any certain specific utility being
- 4:52thrown out like cages.
- 4:55Don't rotate blindly. You need to
- 4:57understand when to over rotate and when
- 4:59to stay on site.
- 5:02This all depends on what the enemy team
- 5:03has been doing. So, don't just play
- 5:05games brainlessly and not reading the
- 5:08opponent. You have to adapt. So, what do
- 5:11you do?
- 5:12Well, if you realize they keep rushing a
- 5:14site and they don't usually fake, then
- 5:16you can just instantly rotate like I'm
- 5:19doing in the Cypher clip
- 5:20>> [music]
- 5:20>> and checking my cam, making sure they're
- 5:22not B main. I can safely and offer my
- 5:26information just rotate to A instantly
- 5:28even though everyone's A already. You
- 5:30need to be part of the action.
- 5:35As you can see, I get two kills because
- 5:37I rotated. This lets me actually play
- 5:40the game rather than just waiting every
- 5:42single round for the enemies to push me.
- 5:44But, what What I'm not Cypher and I'm a
- 5:46different agent without 100% certainty
- 5:49they're not be main? Well, all you have
- 5:51to do is have someone, yourself or your
- 5:54teammate, listening to all your cues in
- 5:56main. If nothing happens within the 2
- 5:58seconds, you can safely just instantly
- 6:01rotate through spawn to the other side.
- 6:03However, what if they fake the other
- 6:05side that you're not on and you're
- 6:06already over-rotating to the other side?
- 6:09Well, this doesn't matter as in ranked,
- 6:11it's best to gamble sides because you
- 6:14don't want to leave your teammates left
- 6:16in a 2 v 5 when they're rushing them. As
- 6:18the more people that are on site, the
- 6:21higher the probability you're going to
- 6:22win the round. So, you can just play
- 6:24retake on the site you just left,
- 6:27ensuring that you don't give them a free
- 6:29kill by running out with knife owl or
- 6:31even shifting back onto site as they may
- 6:34already be on an angle holding you.
- 6:37Finally, combine your mini-map with
- 6:39audio cues to spot fakes. If your
- 6:42teammates panic calm, it's C, and you
- 6:44start rotating through spawn, look at
- 6:46your mini-map. If there are no enemies
- 6:49actually pushing out the main smoke and
- 6:52only just a recon and just a few smokes,
- 6:55then it's most likely a fake and they're
- 6:58actually going to default or push your
- 7:00site. Premise four, economy. As
- 7:03mentioned earlier, pistol rounds are the
- 7:05most critical momentum rounds in all of
- 7:07Valorant. Even if you get a completely
- 7:09stomped in the first half going 2 and
- 7:1110, winning that second half pistol is
- 7:14how you initiate an instant snowball
- 7:16comeback. So, what do you actually buy
- 7:18on pistol? The Sheriff is ridiculously
- 7:21strong with its two-body short
- 7:23lethality, but your buy must match your
- 7:26agent role and enemy count. If you're an
- 7:28initiator like Cypher, ask yourself, "Do
- 7:31I really need a drone or double shock
- 7:32darts right now?" If the enemy is
- 7:34running a Chamber anchor, maybe you do
- 7:37need that drone to clear him safely. But
- 7:39if the other team has a more passive
- 7:40sentinel, then of course get the double
- 7:43shot guns as they'll probably have cyber
- 7:44trips or mollies. But if your team has
- 7:46like a Phoenix, tell him to flash main
- 7:49so you can scale for free, freeing up
- 7:51your credits so you can get a sheriff
- 7:52yourself and frag out. Now, here is a
- 7:55secret high elo rule. If you lose pistol
- 7:58round, force buy a Bandit or a strong
- 8:01eco option. All that means is that on
- 8:03round three, you'll be sitting on light
- 8:05armor with a Vandal or Phantom instead
- 8:08of full shields. But your likelihood of
- 8:10stealing back round two skyrockets
- 8:13tremendously. Why stay stuck with a
- 8:15classic in medium to long range fights
- 8:17against their Guardians and Outlaws?
- 8:19Break their momentum early, steal their
- 8:22weapons, and force them onto an eco.
- 8:25If you win pistol round, buy actual
- 8:27guns. The amount of times I see players
- 8:29in Ascendant or low Immortal buy zero
- 8:32upgrades, keeping Ghosts and Classics
- 8:34after winning pistol, only to get bonus
- 8:37and thrifted by a five-man classic rush,
- 8:39is insane. Buy Bulldogs, Spectres,
- 8:41Guardians, or Outlaws. The Outlaw is
- 8:44borderline broken on round two defaults.
- 8:46It instantly deletes anyone on light
- 8:48armor or half shield buys. Stop saving
- 8:51after winning pistol. Buy at least three
- 8:53real guns and lock down your bonus.
- 8:56Let's say on round three, your team has
- 8:58just been ecoed, then you can consider
- 9:01buying a hero Vandal if you did indeed
- 9:03save on that round two. As you didn't
- 9:05expect your team to throw and lose that
- 9:07round, you can reclaim it by buying a
- 9:10hero Vandal and potentially grab back
- 9:12that round that you just lost. But even
- 9:14if you did win that round two round, you
- 9:17can buy a Vandal to increase your
- 9:19probability of winning that round, thus
- 9:21bonusing the other team. Finally, track
- 9:24the enemy's economy and abuse it. If the
- 9:26enemy is forced onto light armor, pull
- 9:28out Outlaws and body shot them to death.
- 9:30And for the love of God, stop saving
- 9:33your ultimates for next half. Your
- 9:35ultimate completely vanishes when side
- 9:37swap. Holding an old for six rounds,
- 9:39waiting for the perfect moment means you
- 9:42missed out on charging two or three
- 9:44additional olds. Use your olds
- 9:46frequently. Even if a round turns
- 9:48chaotic, pulling the trigger gives your
- 9:50team a significantly higher statistical
- 9:52chance of winning the round. Even if it
- 9:54turns bad, you at least get to practice
- 9:58and do better olds in the future.
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