Guides Mood | R6S Montage

https://youtu.be/rQr-dnn4buY

Mood | R6S Montage
Cordoba Gaming
Cordoba Gaming Cordoba Gaming
LV.23 Warrior 4d

Guides Need golds imma sliver 2 about to be one I play like a plate and have good call outs

Need a gold 2 or better

Need golds imma sliver 2 about to be one I play like a plate and have good call outs
Scop3_Edit_God
Scop3_Edit_God Scop3_Edit_God
LV.2 Lurker 10d

Guides Favorite operator? What mode?

Favorite operator? What mode?
PotatoHasAimOnYT
PotatoHasAimOnYT PotatoHasAimOnYT
LV.13 Chief 13d

Guides Plat 3+ positive kd for current season need good comms

Ranked

Plat 3+ positive kd for current season need good comms
OhMyFragz
OhMyFragz OhMyFragz
LV.3 Lurker 13d

Guides WHATS POPPIN | R6S MONTAGE

https://youtu.be/M_SEyOnwQPE

WHATS POPPIN | R6S MONTAGE
Cordoba Gaming
Cordoba Gaming Cordoba Gaming
LV.23 Warrior 15d

Guides Knowledge is power

I am an extremes RB6 coach. The Neil Degrasse Tyson of siege. If you truly want to become better at siege. Or just want to browse what we have to offer on discord then come check us out!

https://discord.gg/DgaQ5NB

Knowledge is power
Skrrrt
Skrrrt Skrrrt
LV.6 Nomad 18d

Guides Yumi

Does Yumi have a in game charm for rainbkw six siege?

Yumi
GaryDoesArt
GaryDoesArt GaryDoesArt
LV.2 Lurker 19d

Guides Tips & Guidance

Hey y’all, just got a PC recently and I’m having issues aiming 😂.

Anyone have any tips/tricks to help improve aim?

I’m using the mouse that came with the computer but I’m looking into getting another mouse that’s better (any links appreciated).

Tips & Guidance
ThePrimeAsian
ThePrimeAsian ThePrimeAsian
LV.2 Lurker 19d

Guides WHATS POPPIN | R6S MONTAGE

https://youtu.be/M_SEyOnwQPE

WHATS POPPIN | R6S MONTAGE
Cordoba Gaming
Cordoba Gaming Cordoba Gaming
LV.23 Warrior 20d

Guides Help me

I honestly need help with my aim I haven't played in about a week and my aim is disgustingly bad if you have any tups please let me know

Help me
Help me
GHOSTRECON7779
GHOSTRECON7779 GHOSTRECON7779
LV.2 Lurker 24d

Guides R6 friend/coach wanted

So I just got the game this Christmas, and my friends are wanting to play with me.

The only issue is whenever I get into a game with them I end up having a panic attack, and my thoughts consist mainly of various of the phrase "what if I'm so bad that they get annoyed at me"

They've gotten pretty mad at each other before, and they've been playing for a year at least.

I'm not asking to be perfect, I'm asking someone to play with me to show/guide me through little tricks that aren't widely known/I'd pick up on my own but it would take longer. If that makes sense?

UK timezone, xbox player
Uh... yeah I'm not sure if theres any more info I need to include. 😅

R6 friend/coach wanted
Ryan Crossley
Ryan Crossley Ryan Crossley
LV.2 Lurker 25d

Guides I Need A squad

Please if your in a squad or if you want to be in a squad can you pls tell me
Rules:OCE...PS4

I Need A squad
X2_Pickle_4
X2_Pickle_4 X2_Pickle_4
LV.2 Lurker 24d

Guides Spielersuche (Deutsch) für Privates Turnier

Ich suche 2 aktive R6 Spieler die Erfahrung haben in Ranked und mit mir und meinen 2 Freunden daran teilnehmen. Ich bin mir nicht sicher aber ich denke einen Preis erhält der 1.Platz auch. Da ich am letzten Turnier teilgenommen habe und mit zwei Randoms gespielt habe ging es auch dementsprechend in die Hose.

Spielersuche (Deutsch) für Privates Turnier
HerbertOtto.exe
HerbertOtto.exe HerbertOtto.exe
LV.4 Lurker 25d

Guides Masterpiece

Masterpiece
Masterpiece
Glizzie
Glizzie Glizzie
LV.13 Clearly Hacking 1mo

Guides Looking for good ops to start working on? Any ideas?

Looking for good ops to start working on? Any ideas?
XxzakxX61 yt
XxzakxX61 yt XxzakxX61 yt
LV.2 Lurker 1mo

Guides RANSOM | R6S MONTAGE

https://youtu.be/s1It7eAzCxY

RANSOM | R6S MONTAGE
Cordoba Gaming
Cordoba Gaming Cordoba Gaming
LV.23 Warrior 1mo

Guides Help if you can

I've been thinking if I should use castle more, most of the time my friends just play ops for the guns instead of reinforcing, barricading, etc. I have the UMP black ice anyway, so it's a win win, right?

Help if you can
Mister_Mozz
Mister_Mozz Mister_Mozz
LV.11 Chief 1mo

Guides RANSOM | R6S MONTAGE

https://youtu.be/s1It7eAzCxY

RANSOM | R6S MONTAGE
Cordoba Gaming
Cordoba Gaming Cordoba Gaming
LV.23 Warrior 1mo

Guides I'm looking for a good sensitivity for siege on ps4

I'm looking for a good sensitivity for siege on ps4 everyone drop there sens I want to compare and test different sensitivity to find what fits me currently I run v-80 h-26 ads 1× = 40 1.5× = 55 rest is 56 12× is 100 thx

I'm looking for a good sensitivity for siege on ps4
Health_Potato12
Health_Potato12 Health_Potato12
LV.2 Lurker 1mo

Guides is bronze bad for playing ranked for 2 days?

is bronze bad for playing ranked for 2 days?

is bronze bad for playing ranked for 2 days?
dragonvkid
dragonvkid dragonvkid
LV.4 Lurker 1mo

Guides Looking for ps4 team r6 eu

Looking for ps4 team r6 eu
Looking for ps4 team r6 eu
Sk1llerr_ Sk1llerr_
LV.3 Lurker 1mo

Guides FLEX R6S MONTAGE

https://youtu.be/i8PVcs9A7Kw

FLEX R6S MONTAGE
Cordoba Gaming
Cordoba Gaming Cordoba Gaming
LV.23 Warrior 1mo

Guides HELP ME WITH MY AIM PLEASE 😭

so Ive been playing r6 for a while and I've been trying to find my perfect sens but I can't find what's wrong with my sens so I think another pair of eyes might help.

HELP ME WITH MY AIM PLEASE 😭
SwozyWozy
SwozyWozy SwozyWozy
LV.7 Gameboy 1mo

Guides I SLAYED OUT IN RANKED! GO WATCH!

https://youtu.be/8neTtxjSbWk

I SLAYED OUT IN RANKED! GO WATCH!
Cordoba Gaming
Cordoba Gaming Cordoba Gaming
LV.23 Warrior 1mo

Guides Me when I on a 4k about to ace

My teamates

Me when I on a 4k about to ace
Me when I on a 4k about to ace
Kali_man
Kali_man Kali_man
LV.5 Lurker 1mo

Guides If you guys want I can show you guys good spots on maps that I use that gets kills.

For example Spawn peek spots, planting spots, plant denial spots, vertical plays, and a lot more. If you want to see things like that pick yes or if not put no.

Poll
If you guys want I can show you guys good spots on maps that I use that gets kills.
NO NAME NO NAME
1mo

Guides Just made a clan any tips

Just made a clan any tips
TheBros TheBros
LV.4 Lurker 1mo

Guides CARRYING MY TEAM IN RANKED!

https://youtu.be/hM7etEiokbk

CARRYING MY TEAM IN RANKED!
Cordoba Gaming
Cordoba Gaming Cordoba Gaming
LV.23 Warrior 1mo

Guides Looking for teammates. Please may be toxic

...

Looking for teammates. Please may be toxic
Uglyboi3809
Uglyboi3809 Uglyboi3809
LV.4 Let’s play R6! 1mo

Guides Need ppl to play with

eed ppl to play with got to love dark jokes 100% and laid back no children

Need ppl to play with
Need ppl to play with
Soul_reaver420
Soul_reaver420 Soul_reaver420
LV.2 Lurker 2mo

Guides Question

Hey i just wanna ask can you join players from a different server?

Question
Chookolitttt
Chookolitttt Chookolitttt
LV.10 Insomniac 2mo

Guides New Players Guide episode 2 All default cameras on Clubhouse

So I made the basic video on just showing where all the default cams are on clubhouse but for some reason i feel that this video is made for the new players but the people in my plat 2 lobbies CANT FIND THE DEFAULT CAMERAS so heres the video
https://youtu.be/kEqczehvVww

New Players Guide episode 2 All default cameras on Clubhouse
PippenFrom1500
PippenFrom1500 PippenFrom1500
LV.6 Nomad 2mo

Guides Hibana in neon dawn

I just made a video on how to play hibana in the new season neon dawn it's my first solo video so go easy on me
https://youtu.be/kiJ6IhPXskQ

Hibana in neon dawn
PippenFrom1500
PippenFrom1500 PippenFrom1500
LV.6 Nomad 2mo

Guides There is how you spawnpeek on Outback

There is how you spawnpeek on Outback
There is how you spawnpeek on Outback
DepressedDarkz
DepressedDarkz DepressedDarkz
LV.6 Nomad 2mo

Guides Return op

I haven’t played siege in several months, what’s a good op to use while I get back into the game?

Return op
FunWildSmitty
FunWildSmitty FunWildSmitty
LV.5 Xbox 2mo

Guides Neon Dawn season update

■ Operation Neon Dawn Operator Update
 
As of 12/2, Operation neon Dawn update is now live on the Rainbow Six Siege live server. As they did before with the Shadow Legacy update, one new operator was added and a map rework has taken place as well. Also a lot of operators had their abilities and loadout changed a bit, so this will affect a lot of attackers and defenders.
 
So this time, let’s take a look at the operators that received some changes during the Neon Dawn season update. I already did a review on the reworked Skyscraper map and the new operator Aruni, so check out the link below if you want information on Aruni or the map rework.
 
Operator Aruni Review
https://moot.us/lounges/10/boards/43/posts/5016772/aruni-review
Skyscraper rework Review
https://moot.us/lounges/10/boards/43/posts/5025132/skyscraper-rework-review
▣ Neon Dawn season operator changes
 
HIbana, one of Siege’s few hard breacher and entry fragger, received a rework on her X-Kairos. You can still use your X-Kairos to shoot your fidget spinners and breach safely from far away, but now you can control how many you’re shooting at once, giving it more flexibility.
 
X-Kairos still gets a total of 18 pellets, but now you can shoot 2, 4 or 6 pellets at once. Before, you were able to shoot six pellets in a 3x2 shape. Now, you can press the Switch Firing Mode Key to switch between firing 1x2, 2x2, 3x2 pellets, allowing you to use it appropriately in different situations.
 
For example, if you want to destroy Castle’s Armor Panel, shoot 2 pellets, 4 to open reinforced hatches, and 6 to open reinforced walls. This allows you to save pellets unlike before, which means you can destroy more defense gadgets now.
 
▲ You can now switch between shooting pellets in 3x2, 2x2, 1x2 by pressing the switch firing mode.
 
Since Aruni’s Surya Gate can block projectiles, Jager and Wamai, chosen for their projectile defense ability, received changes. This might make a change to the defenders’ utility defense meta.
 
First, Jager, who had the highest pickrate out of all defenders received a nerf where his ADS now has a cooldown of 10 seconds after blocking a projectile. Of course it can’t block a projectile during cooldown, but now it doesn’t have a limit on how many projectiles it can block.
 
Although it can now block more projectiles, the fact that the ADS has a 10 second cooldown is a major nerf to Jager. This makes it hard for Jager to defend key locations alone by himself unlike before, and now might require Wamai and Aruni to be together to defend an area.
 
Wamai now has 4 Mag-Net instead of 5 now, but now it only destroys the Mag-Net after capturing a projectile. The change is definitely a nerf, but the fact that you can now freely place your Mag-Net without worrying about destroying other gadgets is a nice change. However, if you catch a projectile with a Mag-Net and bring it to Jager’s ADS range, both gadgets activates and the Mag-Net will self-destruct and disable the ADS.
 
▲ ADS now has a blue light when active, and the light turns red during cooldown
 
Echo’s Yokai Drone can no longer turn invisible when attached to the ceiling. It’s a huge nerf to Echo who relies heavily on his Yokai drones, so now it will require Echo users to find new places where it’s hard to find the drones or hide the drones when not using them. On the bright side, he got his deployable shield back instead of the barbed wires.
 
Ash received an additional breaching round and now can use it 3 times, allowing her to breach more places. Her breaching round’s impact damage decreased to 50 from 90, but you rarely used it to shoot it at a defender so it can be considered as a buff overall. However, she now carries a claymore mine instead of stun grenades, so she received a nerf as an entry fragger, but received more utility.
 
▲ Yokai Drone lost its cloaking ability so it’s very noticeable now
 
Other operators also received some changes to their loadout, and some of them might require you to change your playstyle a bit. Zero especially since he lost his frag grenade. He can no longer cook the grenade and throw it after finding defender location with his ARGUS Camera.
 
▶ Twitch’s Breach Charge changed to Stun Grenade
 
▶ Zero’s Frag Grenade changed to Hard Breach Charge
 
▶ Dokkaebi’s Stun Grenade changed to Frag Grenade
 
▶ Valkyrie’s Deployable Shield changed to Impact Grenade
 
▲ You can no longer ping with ARGUS Camera and throw a cooked frag grenade as Zero

Neon Dawn season update +4
Neon Dawn season update
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 2mo

Guides Recruiting, reply if interested

Me and my friends need players to rank up. If you are interested, dm me through here. Thank you for your time. We are also nice people so yea.

Recruiting, reply if interested
H2Oleft
H2Oleft H2Oleft
LV.2 Lurker 2mo

Guides Help

I need help, i just started playing this month and i want to get better, im level 72 and im a silver 4

Help
SILENCE
SILENCE SILENCE
LV.2 Lurker 2mo

Guides Rainbow six siege five stack

Looking for team mates who will help me get started on ranked I have only played 1 placement match. I am playing on Xbox.
—————-———————————————————————
Warning squeaker!
—————————————————————————————

Rainbow six siege five stack
ToxicFuzzy61
ToxicFuzzy61 ToxicFuzzy61
LV.2 Lurker 2mo

Guides 5 Man Castle/Pulse Strat on Kanal

This is a full team strat designed for defending Server & Radar but could certainly be used to an extent for Maps & Security as well perhaps with some modifications.
 
Sorry about the Mic being Fuzzy! I have fixed it since the recording and wasn't aware it was acting up. Let me know if you want to see more videos like this. :)
 
Watch it on YT here: https://youtu.be/21w13Uk3EjM

5 Man Castle/Pulse Strat on Kanal
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 2mo

Guides Best operators for starters(R6)

-Fuze,cheap and easy to use.
-Tachanka(duh),is op and also cheap
-ash,fast and has a powerful gun

Best operators for starters(R6)
F34RLESSFBK
F34RLESSFBK F34RLESSFBK
LV.16 Anchor 2mo

Guides HOW to become a better player with Beaulo

https://youtu.be/ApDRzCu6oWk

HOW to become a better player with Beaulo
SINOOS
SINOOS SINOOS
LV.12 Chief 2mo

Guides We need silver or bronZ kd 1.0 or above

..

We need silver or bronZ kd 1.0 or above
Ziad Luka
Ziad Luka Ziad Luka
LV.2 Lurker 2mo

Guides We need silver or bronZ Kd 1.0 or above

.....

We need silver or bronZ Kd 1.0 or above
Ziad Luka
Ziad Luka Ziad Luka
LV.2 Lurker 2mo

Guides Guide on playing Ace in Oregon

■ Oregon - Ace guide
 
Oregon is a three-floor map with basement, 1F, and 2F. Each floor isn’t that big, but there are a lot of stairs for the defender roamers to use. So, if the attackers entered the building, be careful not to get caught out by roamers. However, there are windows near the bombsite, so it would be good take advantage of them and start your attacks from there.
 
There is one objective location on 2F, two on 1F, and one on the basement. Both objective locations on the 1F has the Kitchen as the bombsite. The kitchen isn’t the best spot for the defenders to defend, so they tend to prefer the 2F or basement.
▲ Oregon’s Objective Location. The Kitchen is included for both bombsites for reason.
 
Ace is Rainbow Six Siege’s 5th hard breacher operator, who was added during the Steel Wave season. Ace has the S.E.L.M.A. Aqua Breacher, as his unique ability. It’s a breaching tool that can be thrown, and makes two horizontally wide holes where it landed. The holes are smaller than the ones made by Thermite, but the fact that you can make a hole big enough to vault over far away from the wall is S.E.L.M.A. Breacher’s strength.
 
Not only that, Ace has can use the AK-12, one of the most powerful gun available to the attackers as his primary weapon, allowing him to act as an entry fragger. The AK-12 was only given to Fuze until now, but other than Ace having the Scope 2.0x magnification on the AK-12, it’s the same as Fuze’s. He can also take the breach charge or smoke grenade so he has high utility as well.
▲ Having AK-12 is an advantage by itself.
 
▣If '2F Kids' Dorms ~ 2F Dorms Main Hall' is the site
 
There are a lot of windows the attackers can use near the bombsite. You should start the attack by climbing up to Dining Hall Roof and hold and hold an angle on the inside from the big window at Dorms Main Hall, or do a rappel play from Kids’ Dorms, Attic or Game Room window and restrict the areas the defenders can move around.
 
The walls Ace can breach in this area are the reinforced wall to Attic’s side at Big Tower, and the wall to Game Room from Master Bedroom. However, if detected by the defenders, it’s dangerous to even try breaching for both areas so always ask for help from your teammates when breaching. You can throw your breaching tool so position yourself in a safe place.
▲ Big window at Dorms Main Hall’s side. You can restrict the defenders movement from here.
▲ You can get a useful angle at Kids’ Dorms window
▲ Be careful of getting shot from this window when using the angle mentioned above
▲You can enter the Attic from this window, but there could be an enemy waiting at the right side.
 
▲ So it might be better to breach the wall to Big Tower’s side and enter through there.
▲ If you captured Attic, breach the wall to Game Room or Kids’ Dorms, depending on the situation, and pressure the defenders.
▲ Ace can breach the wall to Game Room from the opposite Balcony without entering the building.
 
▣ If '1F Kitchen ~ 1F Dining Hall' is the site
 
The bombsite is on the 1F, meaning the the attackers now has the option of doing a vertical play from 2F or go for a hatch drop. Whether your team starts from 2F, push from Small Tower to Dining Hall, or Meeting Hall to Kitchen, doesn’t really matter to Ace..
When attacking Dining Hall, you need to first capture Small Tower. If you breach the wall to Dining Hall from Small Tower, the attackers can safely push to the bombsite. Sometimes, the defender roamer could be hiding at the 2F office at Small Tower, so always clear the room before breaching.
 
If you entered through Meeting Hall, you can make a new angle by breaching the wall connected to Kitchen. If you can pressure from here, Kitchen Corridor, and Security Corridor, it will be very difficult for the defenders to defend because there is no place to hide at the Kitchen.
▲ If you spawn from Junkyard and hold an angle through Small Tower’s window, the defenders can shoot you from these two circled areas.
▲If the defenders are hiding on the 2F, it’s safe to clear the 2F Small Tower Office first.
▲ Open this side’s floor from Small Tower Office for angle behind reinforced wall
▲ Breach this wall from Small Tower and hold an angle on Dining Room
▲ Or take a detour to Shower or security and make a new angle
▲ You can get over this window and get close to the Kitchen but it’s dangerous if there is a defender waiting
▲ Wall to Kitchen breached from Meeting Hall
 
▣ If '1F Meeting Hall ~ 1F Kitchen' is the site
 
Like before, the Kitchen is still the bombsite, but the other bombsite was changed to Meeting Hall. This forces the defenders to reinforce both Meeting Hall and Kitchen, which results in Dining Room being left out. Attackers can take advantage of this, which is why the defenders doesn’t prefer it as much and it rarely comes out.
 
If you push to Dining Room and Kitchen from Small Tower, you can do it the same as the other objective location. Clear the entire Small Tower and get to the Kitchen after getting over Dining Room, or open the hatch from 2F Kids’ Dorms to Kitchen.
 
If you want to capture Meeting Hall, first you have to enter Big Tower. From here, breach the wall to Meeting Hall, or breach the wall to 2F Attic and open the hatch. The hatch gives a direct view on the bombsite from the top, so if the defenders are at the Meeting Hall, this hatch makes it difficult to position.
▲ Wall from Big Tower to Meeting Hall breached. It’s the simplest, yet powerful angle
▲ In addition, breach the wall to Attic and open the hatch and look down for more advantage
▲ When capturing Meeting Hall, it’s a good idea to support by attacking from the Lobby as well
▲ From the other side you should push from Small Tower → Dining Hall → Kitchen
▲ You can make an angle to Kitchen from Security as well, so Ace can shine here too.
▲ Or open the hatch from 2F Kids’ Dorms and go for a hatch drop
 
▣ If 'B Laundry Room ~ B Supply Room' is the site
 
The basement doesn’t have any windows or doors to the outside, so it’s the most preferred objective location. However, if you take the underground route from Construction Site to Blue Bunker, you can breach the wall straight to the bombsite, so the attackers have a chance as well. Of course the defenders are aware of this as well so expect heavy resistance.
 
Ace can breach without having to get close to the wall by throwing his S.E.L.M.A. Breacher and make a new angle, so the Blue Bunker route is recommended. If there are too many people here and you need to flank from the other side, you can take the Laundry Stairs, Back Stairs, or White Stairs route. For all routes, make sure to use your breaching tool to make a new angle and hinder the defenders’ strategy.
▲ Ace is op and can breach safely from far away.
▲ If you captured Blue Bunker, breach he left wall and make an angle straight to Supply Room bombsite
▲ Wall to Laundry room breached after coming down 1F White Stairs to Freezer
▲ S.E.L.M.A. Breacher thrown after comign down Laundry Stairs. Mira’s Black Mirror is often placed on this wall so be careful.
▲ Hatch opend from Meeting Hall. You can go straight down to Supply Room from here.
▲ Use this path to flank while your team pushes from the other side

Guide on playing Ace in Oregon +27
Guide on playing Ace in Oregon
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 2mo

Guides Need 1 for a 2v2 all ranks aloud

NEED 1

Need 1 for a 2v2 all ranks aloud
IuvAIex
IuvAIex IuvAIex
LV.2 Lurker 2mo

Guides Guide to Playing Oryx on Clubhouse

Clubhouse is probably most iconic for the heavy emphasis on hard-breaching. It is a large map with three floors and three internal staircases. Attackers have plenty of external walls to breach which they may enter the building through. One is by Bedroom Stairs, called Jacuzzi wall. Another is in CCTV. There are also two external walls in Garage. A single panel in Construction leads out to Construction spawn, where you can find another external wall opening Dirt Tunnel in the basement. A couple external walls can be found in Strip too, but they are more commonly used by defenders to peek or run out. All of these major walls are in close proximity to the bomb sites, so they are typically reinforced to give defenders more room to play with.
 
Oryx's kit situates him as one of the better roamers in the game, though he is a bit of a selfish pick – similar to Caveira and Vigil. Rather than bringing utility to the table, he enjoys the ability to dash through walls, and hop up hatches. Oh Yeah! Don't feel too selfish for picking this monster of a mobile madman though. At least you can open up hatches and create rotates for your team! But if you wish to truly actualize the selfish playstyle he is so iconic for, use his dash to enable some unique run outs which would leave you detected and in a bad position when attempted with any other operator. He's ideal for solo queue and generally being a nuisance to deal with since he has such unpredictable mobility at his disposal. With his high skill ceiling you'll find him fun to play and continue to discover new uses for him along the way!
 
Oryx's Remah Dash has two very unique components...
Number 1: The DASH.
While this can be used to bust through destructible walls to create rotate holes, just be careful not to use it in this way too many times, since you will receive 5 damage per use in this way. Using it to burst through barricades will not damage you in this way. It is also an amazing tool for quickly destroying furniture which attackers typically use as cover during defuser plants, such as the bar and tables on the top floor for Kafe. After setup, Oryx has the dash for rushing in and out of risky situations, leaving him a tricky target to lock onto in the process. This makes it a great tool for moving between cover while pushing through a large open room. The dash is ideal for both a speedy retreat to lose the attackers, and a clever flank while creatively navigating through the map. Lastly, in some situations you may find yourself with the opportunity to use the dash to bash into attackers (including shields!), knocking them down leaving them vulnerable for the kill. The ability operates on a charge mechanic similar to Lesion's gu mines, with a maximum of three charges available, each accumulating over the course of 12 seconds.
 
Number 2: The LEAP.
Oryx is the only defender with the ability to move upward through hatches, offering him unique opportunities to threaten creative flanks which are difficult for attackers to cover. You don't always have to commit to the flank though and may wish to simply peek up for intel, without climbing through the hatch entirely. This is done by tapping the gadget button instead of holding it. When using his ability in this way, you can stall out attackers by dropping once they hear you, keeping their attention on you instead of them pushing the site. One great strategy is to hold hatches from above, watching key areas below, and dropping to flank, then possibly returning to hop back up to your previous position. Since Oryx brings the Bailiff, he can dash around in prep phase opening up virtually every hatch on the map to use later as needed.
 
WEAPON LOADOUT
Oryx basically has two alternative loadout options, since he definitely wants to have a shotgun available for opening up hatches, though one is a bit more memey and the the second is significantly better.
While Oryx has the option of bringing the incredibly fun-to-use SPAS-12, this is certainly suboptimal in virtually every case. Though you may have a pocket strat where this niche pick is “viable.” You can also pack this heat for the LOLs though! If this does fancy you, slap the laser sight on for a tighter hipfire and use your dash to keep in close quarters. When you are equipping this blast cannon, partner it up with the USP40 so you at least have the potential to take mid-range engagements when forced to do so. The stats on this pistol are actually quite nice and its recoil is pretty comfortable. Definitely give this loadout a try in a more casual setting!
The more competitive option though is definitely his SMG, the T-5. It handles well when equipped with the flash hider for laying those short bursts down range and ensuring the headshot. But the compensator on it performs well too, given its high rate-of-fire at 900. If you prefer a 1x sight, you have the 3 classic options available, but the 1.5x is more flexible and can come in handy for spawn peeks. Partner it up with the Bailiff 410 to open up hatches during setup. Leave the laser sight at home, since the hipfire spread is already so tight. Any tighter just eats up more ammo when opening hatches. It is possible to open hatches in one shot, though shotguns are unreliable and you cannot always guarantee this. Sometimes, you just get unlucky, and have to use the entire cylinder to get the thing open! ***Generally, my advice for being efficient with the Bailiff is to align your crosshair circle with the perimeter of the hatch and move while shooting to expand the spread.***
 
SECONDARY GADGETS
As for secondary gadgets, the choice is largely preference – I prefer the alarm for the intel it supplies, but there are some who argue the wire is universally better.
 
The Barbed Wire is a classic secondary gadget which is pesky for attackers to deal with. It is best placed in choke points which attackers need to push through in order to access site. This slows them down substantially, and even offers a sound cue, placing them at a disadvantage. Preferably, place it in locations where anchors can establish a crossfire, or at least so they can use the sound cue to inform them when it is best to peek. This way it is very uncomfortable for attackers to take their eyes off their sights and melee the wire. In some rare situations, you could actually place the barbed wire near hatches to provide visual cover while you discreetly watch, waiting to flank. Not a reliable tactic, but certainly makes for good content!
 
The Proximity Alarm is helpful for alerting you or your team to flanks. Use the alarms to give anchors a heads up when attackers try sneaking through a key area to access site. Or you may prefer to use them for setting up extended roams, keeping you clued into whether or not the rotates you created earlier are still safe to use. When using them in this way, it can be helpful for keeping one in the pocket. For example, if you're holding a hatch from above and wish to drop, but want to hop back up the hatch after, toss the alarm nearby to inform you when it is no longer safe to return.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Gym (2F) and Bedroom (2F)
Gym and Bedroom are next to Construction, and each of these three rooms contains a window facing the South Balcony. Attackers mainly push from this direction and breach Jacuzzi wall to the West, at the top of Bedroom Stairs. They may also come up the stairs themselves to flank the perimeter. It is also quite common for attackers to breach the roof hatch in Logistics Office, and drop down. Or they may clear from CCTV and Garage, to push Construction.
 
This setup gives you a solid area to play around where you can influence site from below. It's also a great way to protect any teammates trying to deny plant with C4s. If needed, you can always swoop back into site via the Gym hatch.
 
If you're looking for an early pick, this angle in Strip Club is pretty cheeky and likely to go unnoticed. This is a high traffic area for attackers heading to breach Jacuzzi wall.
 
You can also shoot out the same wall at this point where you can fire at attackers rappelling on this railing if you don't catch them with the spawnpeek.
 
On the other side of Bar you can cover Construction window through this hatch. And again, if you need to return to site, this is another potential option.
 
If things get too heated or you just need a safe rotate, dash into Bar hatch to drop to Basement. It's quite unlikely you'll encounter attackers down there so dash your way to your new destination.
 
One possible option, which also makes for a good spawnpeek is Dirt Tunnel where you can cover Logistics hatch.
 
Another option is to hop up Stock Hatch and use these holes to cover Construction from the other side.
 
 
BOMB SITE 2 - CCTV Room (2F) and Cash Room (2F)
Attackers tend to primarily focus on opening CCTV wall to obtain direct access into site. They also pressure CCTV Window and may try to take the Garage to push up to the Catwalk. Controlling Catwalk throughout the round can make a serious impact, making it easier to rotate using the staircases to bypass the the main wall once it’s breached. Flanks often come through Construction, and attackers may clear below to approach site from either of the staircases.
 
This Strip Club run out, especially when informed by a Valkyrie camera, can be great for picking off attackers stumbling around on the roof above CCTV. Dash your way behind the gate for some cover to play from and dash back towards Strip to retreat.
 
Roaming around on the Bedroom side of the map can be a bit hazardous if an attacker drops through Logistics Hatch. Hiding an alarm below the desk will give you a bit of a heads up on whether or not this area becomes contested. Your second could go on either of the staircases.
 
One way you can cover Logistics is from Kitchen below through these holes directly beneath the hatch.
 
From Kitchen you can run out of Freezer on attackers breaching Construction or drop through the hatch and come up Stock Hatch from Blue Hall or otherwise waltz up the stairs.
 
Another reliable position with a lot of potential for influence is Gym where you can peek out onto South Balcony from Gym itself or otherwise hop out Billiards Table below.
 
 
BOMB SITE 3 - Bar (1F) and Stock Room (1F)
Bar and Stock don't really see too much play, arguably because they make up the worst site in the ranked map pool, but practicing a pocket strat to surprise your opponents could be fun. Attackers will almost certainly go for a smoke plant in Stock Room, but may otherwise push Bar, clearing through the Strip Club and Bathroom or flanking from Bedroom Stairs.
 
In the event you defend Bar consider sticking around in Strip Club to protect the rear of site. It's quite far from where much of the action usually occurs but as Oryx that's not so much an issue for you. Other than the two entrances to Strip be wary of this Hall door on ping.
 
You may fancy yourself an early run out from Strip in case attackers have spawned on this side of the map.
 
Sticking around in Strip can still be pretty influential as you enjoy this long angle all the way into Stock itself.
 
If you need to dip out, just drop Bar hatch and use the Basement for quick access to multiple flank routes.
 
One possibility is heading into Kitchen through Arsenal Hatch, or heading into Blue to use the stairs there. Either will put you within distance of attackers focusing on Stock.
 
You can even run out of Kitchen from Freezer to behind this fence and contest attackers outside Stock itself looking to cover a plant. The chain link may give you some lucky protection from bullets flying your way.
 
 
BOMB SITE 4 - Church (B) and Arsenal Room (B)
Most of the ceiling in Arsenal is soft, whereas Church’s is entirely indestructible. Attackers will frequently clear a portion of first floor and work on opening hatches. There is also the treacherous route of Dirt Tunnel which is commonly pushed. Other than that, Attackers are left with Blue hall and Main Stairs.
 
Busting through Construction Room's single panel before the round begins gives you a lovely perch to peer into Construction Spawn scouting out for the enemy Hard Breacher. Check on crosshair, on ping, or look for attackers climbing up onto Barn.
 
From there you have plenty of options making you incredibly elusive. Immediately rotating out could waste a lot of time if the attacking team chooses to prioritize hunting you down. If you choose to make an exit, Bar or Billiards would be good positions to hold while waiting for attackers to hone in on their main approaches to site.
 
If you choose to stick around in Logistics you can cover the hatch as well as the Freezer door through each of these sets of holes.
 
You can also use the Main Stairs window to cover Dirt Tunnel.
 
These holes in Cash give you lines of sight onto Stock below so you can cover that hatch as well.
 
If you wish to be a team player, lob an alarm up at this lip to alert defenders to attackers making their way down Main Stairs.

Guide to Playing Oryx on Clubhouse +31
Guide to Playing Oryx on Clubhouse
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Guides Guide to Playing Oryx on Border

Home to the infamous annoying loud speaker, Border was released during Operation Dust Line. A bit on the smaller side, with only two floors and two staircases, the map favors plenty of close quarter combat. Border also sees attackers playing from outside for a large portion of the round, either holding flanks or pressuring site windows, thus run outs are quite common. The majority of the walls and floors in this map are destructible, so vertical play is essential. As always, bringing Oryx to the party when defending this map, you gain access to some unorthodox run outs.
 
Oryx's kit situates him as one of the better roamers in the game, though he is a bit of a selfish pick – similar to Caveira and Vigil. Rather than bringing utility to the table, he enjoys the ability to dash through walls, and hop up hatches. Oh Yeah! Don't feel too selfish for picking this monster of a mobile madman though. At least you can open up hatches and create rotates for your team! But if you wish to truly actualize the selfish playstyle he is so iconic for, use his dash to enable some unique run outs which would leave you detected and in a bad position when attempted with any other operator. He's ideal for solo queue and generally being a nuisance to deal with since he has such unpredictable mobility at his disposal. With his high skill ceiling you'll find him fun to play and continue to discover new uses for him along the way!
 
Oryx's Remah Dash has two very unique components...
Number 1: The DASH.
While this can be used to bust through destructible walls to create rotate holes, just be careful not to use it in this way too many times, since you will receive 5 damage per use in this way. Using it to burst through barricades will not damage you in this way. It is also an amazing tool for quickly destroying furniture which attackers typically use as cover during defuser plants, such as the bar and tables on the top floor for Kafe. After setup, Oryx has the dash for rushing in and out of risky situations, leaving him a tricky target to lock onto in the process. This makes it a great tool for moving between cover while pushing through a large open room. The dash is ideal for both a speedy retreat to lose the attackers, and a clever flank while creatively navigating through the map. Lastly, in some situations you may find yourself with the opportunity to use the dash to bash into attackers (including shields!), knocking them down leaving them vulnerable for the kill. The ability operates on a charge mechanic similar to Lesion's gu mines, with a maximum of three charges available, each accumulating over the course of 12 seconds.
 
Number 2: The LEAP.
Oryx is the only defender with the ability to move upward through hatches, offering him unique opportunities to threaten creative flanks which are difficult for attackers to cover. You don't always have to commit to the flank though and may wish to simply peek up for intel, without climbing through the hatch entirely. This is done by tapping the gadget button instead of holding it. When using his ability in this way, you can stall out attackers by dropping once they hear you, keeping their attention on you instead of them pushing the site. One great strategy is to hold hatches from above, watching key areas below, and dropping to flank, then possibly returning to hop back up to your previous position. Since Oryx brings the Bailiff, he can dash around in prep phase opening up virtually every hatch on the map to use later as needed.
 
WEAPON LOADOUT
Oryx basically has two alternative loadout options, since he definitely wants to have a shotgun available for opening up hatches, though one is a bit more memey and the the second is significantly better.
While Oryx has the option of bringing the incredibly fun-to-use SPAS-12, this is certainly suboptimal in virtually every case. Though you may have a pocket strat where this niche pick is “viable.” You can also pack this heat for the LOLs though! If this does fancy you, slap the laser sight on for a tighter hipfire and use your dash to keep in close quarters. When you are equipping this blast cannon, partner it up with the USP40 so you at least have the potential to take mid-range engagements when forced to do so. The stats on this pistol are actually quite nice and its recoil is pretty comfortable. Definitely give this loadout a try in a more casual setting!
The more competitive option though is definitely his SMG, the T-5. It handles well when equipped with the flash hider for laying those short bursts down range and ensuring the headshot. But the compensator on it performs well too, given its high rate-of-fire at 900. If you prefer a 1x sight, you have the 3 classic options available, but the 1.5x is more flexible and can come in handy for spawn peeks. Partner it up with the Bailiff 410 to open up hatches during setup. Leave the laser sight at home, since the hipfire spread is already so tight. Any tighter just eats up more ammo when opening hatches. It is possible to open hatches in one shot, though shotguns are unreliable and you cannot always guarantee this. Sometimes, you just get unlucky, and have to use the entire cylinder to get the thing open! ***Generally, my advice for being efficient with the Bailiff is to align your crosshair circle with the perimeter of the hatch and move while shooting to expand the spread.***
 
SECONDARY GADGETS
As for secondary gadgets, the choice is largely preference – I prefer the alarm for the intel it supplies, but there are some who argue the wire is universally better.
 
The Barbed Wire is a classic secondary gadget which is pesky for attackers to deal with. It is best placed in choke points which attackers need to push through in order to access site. This slows them down substantially, and even offers a sound cue, placing them at a disadvantage. Preferably, place it in locations where anchors can establish a crossfire, or at least so they can use the sound cue to inform them when it is best to peek. This way it is very uncomfortable for attackers to take their eyes off their sights and melee the wire. In some rare situations, you could actually place the barbed wire near hatches to provide visual cover while you discreetly watch, waiting to flank. Not a reliable tactic, but certainly makes for good content!
 
The Proximity Alarm is helpful for alerting you or your team to flanks. Use the alarms to give anchors a heads up when attackers try sneaking through a key area to access site. Or you may prefer to use them for setting up extended roams, keeping you clued into whether or not the rotates you created earlier are still safe to use. When using them in this way, it can be helpful for keeping one in the pocket. For example, if you're holding a hatch from above and wish to drop, but want to hop back up the hatch after, toss the alarm nearby to inform you when it is no longer safe to return.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Customs Inspections [1F] and Supply Room [1F]
This site is commonly the third pick, but can be a good early pick to catch opponents off-guard if your team has a rehearsed strat. Attackers will breach Detention wall and may breach the East Customs wall from Passport Check so reinforce these and reinforce Supply wall at the bottom of Metal Stairs. Hatches can be played open if you have significant upstairs roam presence or reinforced if you have good intel upstairs and a few anchors with nitro cells.
 
Lob an alarm above this Exit Door and open it early on to keep attackers worried as they try to breach.
 
Through this rotate, you can also cover Supply window, forcing attackers to look away from it before hopping in.
 
You can even hop out of Vents window to mow down attackers breaching Detention Wall on ping.
 
If attackers attempt to deal with you, simply back up into Workshop to cover Vents window in case they try hopping in. If you feel the need you can also head up the hatch into Archives above.
 
Alternatively, start off the round with this setup in Offices to delay attackers seeking to breach above in CCTV.
 
 
BOMB SITE 2 – Ventilation Room [1F] and Workshop [1F]
The most popular second choice, Vents and Workshop are a spacious site, and include Server Room in between. Since Vents itself is dangerous to play in, hold it from above in Armory Lockers. East Workshop wall should be reinforced, but a coordinated team may leave it soft and even create a rotate hole to bathroom, instead saving their reinforcements for elsewhere. Either way be sure someone is keeping an eye on Bathroom so attackers cannot freely breach the flank.
 
These are standard holes in Armory by Half Wall that give nice lines of sight onto the site entrances below.
 
Playing in Armory with this wall reinforced helps to protect your anchors in site below.
 
I recommend reinforcing site hatches to force utility out of attackers and opening this rotate into Offices. Reinforcing the wall shown helps to protect you while using this rotate. Fall back to this position in Offices and continue to shoot drones and waste the attackers' time.
 
You can also open a small line of sight or rotate in Fountain to give you additional angles onto attackers playing vertically from Armory. If you need to completely fall back, drop Offices hatch into Tellers below.
 
Setting up Bathroom in this way is useful for freeing up reinforcements to dedicate to the upstairs hold and provides you a nice route back to site once you drop into Tellers.
 
Barricading these Tellers windows gives you a safe drop, or allows a safe return up through the hatch to pull off flanks late-round.
 
 
BOMB SITE 3 – Bathroom [1F] and Tellers [1F]
This site is almost unplayable but could potentially be defended well enough with a solid vertical hold from Offices. To do so, a few teammates need to invest plenty of utility upstairs. But if you are less comfortable with this site in general, extend laterally instead into Customs by reinforcing Detention, or Server Room using reinforcements along with a teammate on Server wall. Generally, this site favors aggressive defending teams.
 
Starting the round off in Security provides a nice post to watch for attackers surrounding the site establishing positions in Customs. Simultaneously you can be on the lookout for attackers taking control of here to flank Offices.
 
Don't remain here for too long though - it's not a position worth dying over. Prep this Balcony rotate and make your way over to Armory Lockers.
 
Repositioning here gives you a nice angle on watching for attackers seeking to flank site through Server. You can barricade it off to provide you a sound cue for their approach.
 
You can also be on the lookout for any attackers looking to breach Bathroom wall.
 
With this setup you can support your teammates who are holding Offices. You don't need to get up here but it does provide a slick angle that may catch newer players off-guard. Vault onto the desk and wiggle onto the computer to open up a vault prompt.
 
Place the first of your alarms here to inform those in Offices of attackers flanking via East Stairs. Hiding it here keeps it from easily being shot out by attackers at the end of the hallway.
 
Similarly place your second alarm here behind this little obtruding object to hide it while alerting your teammates to attackers flanking from this direction.
 
 
BOMB SITE 4 – Armory Lockers [2F] and Archives [2F]
Finally, we arrive at the preferred bomb site! Attackers almost always push this site by taking control of Security and West balcony, then breaching Lockers wall. Sometimes, they will push Archives door and window, and may or may not take control of Offices before breaching Archives. This site is best defended by extending into Offices, or otherwise having an off-site anchor in Security with a bit of utility to delay as long as possible.
 
A very strong hold for this site is to extend into Offices with these reinforcements. Toss an alarm above the door to keep you informed on just how safe this hatch is to come up.
 
To complete the extension into Offices, slap up these two reinforcements and open a rotate here. If you need to return through this hatch, facing South lands you behind the Bomb for cover from attackers in Lockers. Facing East protects you from attackers in Offices.
 
The Offices Extension is partially so strong because it allows a player to sit under Dome and hold this line of sight on Break Room doorway. The same line of sight could be used to flank attackers later in the round.
 
If attackers are harassing your anchors from AC Vent on ping, drop Offices hatch into Tellers and runout the wall to shoot them or at least make them feel wary of another attack. Then dash back into Tellers and hop up into Offices if it's still safe to do so.
 
You can also open these lines of sight to catch an attacker in CCTV off-guard from Fountain.
 
If you don't want to play Offices you can also just hold CCTV itself, or Customs below to support someone else who is doing just that. When flanking CCTV hop up this hatch facing South to land you behind some cover thanks to this reinforcement.
 
From Customs below one way you can support your team is running out of Detention and firing up at attackers rappelling on this Balcony outside the main breach.

Guide to Playing Oryx on Border +32
Guide to Playing Oryx on Border
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Guides Guide to Playing Oryx on Oregon

Oregon is on the larger side, but has some very direct avenues to site with quite tight choke points. Its three floors are a bit spread out and feature many destructible floors and ceilings. Three major staircases connect the map together, creating plenty of flank routes. The lobby in the East contains a set of stairs, as does the Security Corridor in the South, and the Big Tower in the North. The map may be spacious but making your way around is so much more manageable as Oryx.
 
Oryx's kit situates him as one of the better roamers in the game, though he is a bit of a selfish pick – similar to Caveira and Vigil. Rather than bringing utility to the table, he enjoys the ability to dash through walls, and hop up hatches. Oh Yeah! Don't feel too selfish for picking this monster of a mobile madman though. At least you can open up hatches and create rotates for your team! But if you wish to truly actualize the selfish playstyle he is so iconic for, use his dash to enable some unique run outs which would leave you detected and in a bad position when attempted with any other operator. He's ideal for solo queue and generally being a nuisance to deal with since he has such unpredictable mobility at his disposal. With his high skill ceiling you'll find him fun to play and continue to discover new uses for him along the way!
 
Oryx's Remah Dash has two very unique components...
Number 1: The DASH.
While this can be used to bust through destructible walls to create rotate holes, just be careful not to use it in this way too many times, since you will receive 5 damage per use in this way. Using it to burst through barricades will not damage you in this way. It is also an amazing tool for quickly destroying furniture which attackers typically use as cover during defuser plants, such as the bar and tables on the top floor for Kafe. After setup, Oryx has the dash for rushing in and out of risky situations, leaving him a tricky target to lock onto in the process. This makes it a great tool for moving between cover while pushing through a large open room. The dash is ideal for both a speedy retreat to lose the attackers, and a clever flank while creatively navigating through the map. Lastly, in some situations you may find yourself with the opportunity to use the dash to bash into attackers (including shields!), knocking them down leaving them vulnerable for the kill. The ability operates on a charge mechanic similar to Lesion's gu mines, with a maximum of three charges available, each accumulating over the course of 12 seconds.
 
Number 2: The LEAP.
Oryx is the only defender with the ability to move upward through hatches, offering him unique opportunities to threaten creative flanks which are difficult for attackers to cover. You don't always have to commit to the flank though and may wish to simply peek up for intel, without climbing through the hatch entirely. This is done by tapping the gadget button instead of holding it. When using his ability in this way, you can stall out attackers by dropping once they hear you, keeping their attention on you instead of them pushing the site. One great strategy is to hold hatches from above, watching key areas below, and dropping to flank, then possibly returning to hop back up to your previous position. Since Oryx brings the Bailiff, he can dash around in prep phase opening up virtually every hatch on the map to use later as needed.
 
WEAPON LOADOUT
Oryx basically has two alternative loadout options, since he definitely wants to have a shotgun available for opening up hatches, though one is a bit more memey and the the second is significantly better.
While Oryx has the option of bringing the incredibly fun-to-use SPAS-12, this is certainly suboptimal in virtually every case. Though you may have a pocket strat where this niche pick is “viable.” You can also pack this heat for the LOLs though! If this does fancy you, slap the laser sight on for a tighter hipfire and use your dash to keep in close quarters. When you are equipping this blast cannon, partner it up with the USP40 so you at least have the potential to take mid-range engagements when forced to do so. The stats on this pistol are actually quite nice and its recoil is pretty comfortable. Definitely give this loadout a try in a more casual setting!
The more competitive option though is definitely his SMG, the T-5. It handles well when equipped with the flash hider for laying those short bursts down range and ensuring the headshot. But the compensator on it performs well too, given its high rate-of-fire at 900. If you prefer a 1x sight, you have the 3 classic options available, but the 1.5x is more flexible and can come in handy for spawn peeks. Partner it up with the Bailiff 410 to open up hatches during setup. Leave the laser sight at home, since the hipfire spread is already so tight. Any tighter just eats up more ammo when opening hatches. It is possible to open hatches in one shot, though shotguns are unreliable and you cannot always guarantee this. Sometimes, you just get unlucky, and have to use the entire cylinder to get the thing open! ***Generally, my advice for being efficient with the Bailiff is to align your crosshair circle with the perimeter of the hatch and move while shooting to expand the spread.***
 
SECONDARY GADGETS
As for secondary gadgets, the choice is largely preference – I prefer the alarm for the intel it supplies, but there are some who argue the wire is universally better.
 
The Barbed Wire is a classic secondary gadget which is pesky for attackers to deal with. It is best placed in choke points which attackers need to push through in order to access site. This slows them down substantially, and even offers a sound cue, placing them at a disadvantage. Preferably, place it in locations where anchors can establish a crossfire, or at least so they can use the sound cue to inform them when it is best to peek. This way it is very uncomfortable for attackers to take their eyes off their sights and melee the wire. In some rare situations, you could actually place the barbed wire near hatches to provide visual cover while you discreetly watch, waiting to flank. Not a reliable tactic, but certainly makes for good content!
 
The Proximity Alarm is helpful for alerting you or your team to flanks. Use the alarms to give anchors a heads up when attackers try sneaking through a key area to access site. Or you may prefer to use them for setting up extended roams, keeping you clued into whether or not the rotates you created earlier are still safe to use. When using them in this way, it can be helpful for keeping one in the pocket. For example, if you're holding a hatch from above and wish to drop, but want to hop back up the hatch after, toss the alarm nearby to inform you when it is no longer safe to return.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Kids' Dorms (2F) & Dorms Main Hall (2F) Attackers will have two major pushes available to them. One involves pushing from Master Bedroom and Armory to breach Games Room wall. The other involves taking control of Big Tower and breaching Attic to push. Often you will see an attempt to breach both of these. But be on the lookout for attackers pressuring windows surrounding site or flanking either of the nearby staircases.
 
While Oryx is generally a highly mobile defender, hunkering down in Armory can be a pretty influential start to the round while providing some flexibility. And if you're completely ignored over here, feel free to rotate. Just be sure to pop hatch for rotate options and shoot out the glass and a single piece of barricade to provide you with sound cues.
 
This reinforcement will keep you safe from Stairs Window and the alarm will alert you to attackers crouch walking up lobby stairs. Now you can focus on Master doorway through this Bailiff hole. Having a teammate play in Trophy gives you a beautiful crossfire on attackers seeking entry through here.
 
You also have the option of dropping hatch into Garage and dashing over to this Van. You can vault it and get an angle on attackers posted outside Master Balcony.
 
Playing under site can be quite effective as well using holes below major site entrances such as Big Window. Dash between them as you receive callouts for where the attackers are pushing.
 
Make a rotate into Security and barricade it off or lob an alarm above the doorway to secure your flank. This gives you pretty sweet access to the basement which is a nice entry into many possible flanks.
 
With this setup you can safely return to site facing the South side of the hatch, placing you behind cover as you hop up.
 
This alarm can be useful to teammates looking to play a nitro cell below in classroom. Once they get the sound cue they pop the nitro below the floor on ping.
 
 
BOMB SITE 2 – Kitchen (1F) and Dining Hall (1F) Kitchen and Dining is a tricky site to hold. Attackers tend to push Small Tower and breach Dining wall. Otherwise they may push through Meeting Room to breach Kitchen wall. Be on the lookout for flanks coming through the surrounding hallways and Security Room. Kitchen is vulnerable to soft destruction breachers above, but the ceiling in Dining is largely indestructible. Extend into Showers to control the perimeter and delay the Small Tower push.
 
Make a rotate into Security, lob an alarm above the doorway, pop hatch, and off you go!
 
Your goal here is to hold upstairs. Your biggest flank threats are through Trophy so barricade off the Stairs and consider lobbing an alarm above Master Balcony door since attackers love to rush it when attacking this site.
 
I recommend prepping Classroom window during Prep phase so you can hop out Games window if needing to escape and quickly vault into Classroom if you need to get out of a sticky situation.
 
During Prep phase consider also stopping by Small Tower Office and opening the window. This gives you a potential escape opportunity if you get pushed off and need to hop out Big Window. You WILL be detected but it puts you into a threatening position that attackers will need to deal with in order to effectively execute. This is a Hail Mary play and requires proper coordination with teammates or some good intel in Small Tower.
 
If you pop the hatch you can hold the default defuser-plant position through some shotty holes in in the single panel between sites.
 
You can also open up Meeting hatches from attic and possibly lob an alarm above Meeting Door. This will give you a heads up to attackers seeking to breach Kitchen Wall from Meeting.
 
If you get a callout on attackers pressuring Small Tower from South doorway, you have this run out available to you from Master. You can return into Master or drop and dash through Lobby door depending on the situation.
 
 
BOMB SITE 3 – Meeting Hall (1F) and Kitchen (1F) Attackers like to focus on taking control of Big Tower to breach Attic and Meeting Hall, enabling a plant on the Stage. If they do focus Kitchen, they may push from Small Tower and above, and flank through Security, breaching Kitchen wall and hatch. Due to the overlap with the above site, much of the same information applies here as well.
 
Starting off the round with this spawnpeek may land you a kill on attackers trying to make their way towards Big Tower. This is a common approach for the Hard Breacher so it's worth attempting but play back so you don't get your noggin nocked off!
 
From the window above you can move into Armory and cover Garage below, a common entry point for attackers trying to deny defenders from rotating through Lobby. You can even drop down and peek from the North Barricade to try and catch attackers. But hop back up before they start firing back!
 
Reinforcing all of Attic, especially if a Bandit or someone similar protects the reinforcements, gives you the option of covering Meeting Stage through Attic Hatch.
 
Barricade this door and dash through the Attic Wall into Kids room so you can cover the hatch on ping as well. An alarm above Trophy door on the right will help alert you to incoming flanks.
 
Consider tossing your second alarm on White Stairs Window in case attackers try hopping in to flank you this way or otherwise approach site.
 
 
BOMB SITE 4 – Laundry Room (B) and Supply Room (B) The basement has seen a major overhaul since the map rework. Attackers frequently push Blue Bunker to breach, and head into Meeting to open the hatch. This push can be defended by playing the Pillar in Boiler Room, and playing the Elbow connecting Supply to Bunker. They also like to push Small Tower to breach Freezer wall. Watch for attackers flanking Laundry via Lobby Stairs.
 
An early peek out of Small Tower onto Lobby door could net you a kill. Just be sure attackers haven't spawned behind you before going for it.
 
You should also set up these holes in Prep Phase to give you lines of sight onto attackers entering Lobby to pressure Laundry Hatch or Stairs.
 
Barricade off Dining Door, pop hatch, and make a rotate through Meeting to give you plenty of options for moving about, whether flanking or escaping.
 
Tossing an alarm above the Big Tower Hallway door will alert you to attackers as they approach Meeting Hall.
 
Hopping up Kitchen Hatch gives you a nice angle to cover Meeting Hatch from Attic. Just be sure to pop this sucker during Prep Phase.

Guide to Playing Oryx on Oregon +31
Guide to Playing Oryx on Oregon
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Guides Best Valkyrie Cam Spots On Kanal R6S (let me know what you guys think)

https://youtu.be/FnlKUMviIVI

Best Valkyrie Cam Spots On Kanal R6S (let me know what you guys think)
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LV.11 Chief 2mo
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