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
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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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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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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
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 9d

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)
ZedTrollzYT
ZedTrollzYT ZedTrollzYT
LV.10 Nomad 10d

R6 sights tier list:

Do you agree with me?

R6 sights tier list:
R6 sights tier list:
II_deepz_II
II_deepz_II II_deepz_II
LV.18 Champion 10d

What was old school Call of Duty so trash

What was old school Call of Duty so trash
What was old school Call of Duty so trash
Little Mic chicken
Little Mic chicken Little Mic chicken
LV.12 Chief 13d

Guide to Playing Oryx on Consulate

Consulate is one of those maps that really favors playing for picks and fragging out so it sees plenty of spawn peeks and run outs, especially if Valkyrie is on the board or Nomad is banned. With three large floors, three staircases, and plenty of hatches, a full roam-clear on attack can be pretty tedious. If you're feeling ready to slam, auto-lock Oryx and have at it.
 
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 – Consul Office (2F) & Meeting Room (2F)
This site on the top floor tends to be the preferred site for most teams. The most difficult part of defending the site is when attackers establish multiple rappels on the many windows surrounding site, cutting off site rotations. The glass on the windows can be shot out to better hear rappels and respond early. Waiting Room, the connector, is the strongest window for attackers to rappel on, but they also rappel on the site windows and other nearby windows. Attackers pushing into the building may push primarily from Administration Office or Yellow Stairs, but may also flank either Visa or Spiral Stairs.
 
A critical room when defending top floor is Admin. You can shoot out drones and dash between all the cover to remain elusive and keep your position unknown.
 
If you find yourself in the need to defend teammates in Meeting Room, simply drop hatch and tear down Visa door. Dash out for an angle on attackers rappelled upside down harassing your anchors from the windows.
 
You can also defend top floor from a roam game below. This is helpful for dealing with IQ or other attackers who want to pressure site vertically. Just lob an alarm on Yellow Stairs to alert you to flanks.
 
From below you can still influence site, holding the surrounding hall through this hatch. You can also shoot holes below any of the many windows to deal with attackers rappelling upside down.
 
From Public Restroom it's an easy drop to Garage where you can bust through the wall and deal with attackers rappelling West or simply use this relatively safe area to navigate quickly to another location in the map.
 
 
BOMB SITE 2 – Lobby (1F) & Press Room (1F)
Lobby & Press Room are best defended with aggressive peeking to waste time and eventually plant denial. Attackers mostly just need to make sure roamers aren’t watching from above before attempting a smoke plant in Lobby, but if Press Room is caught unattended, they may instead swing in there to plant, or rush from Yellow Stairs.
 
With Oryx, the king of hatches, it can be highly beneficial to control basement. Doing so becomes a bit more manageable if a teammate holds garage and ya'll reinforce garage wall. Whoever holds here can sit comfortably with a nitro in hand so long as they have intel on Press Room (Piano) since the entire site floor is soft.
 
Holding basement also behooves nitro players since they can land their C4s on attackers in default plant positions in Lobby through your open hatches. You can play these hallways to keep their flank nice and secure while remaining close enough to support them in case they're pushed from Garage side. The Visa hatch on ping can be useful to open but should be left shut until needed since it creates such a risky "backdoor" for attackers.
 
If you need to pop into Visa from Red Stairs you can use either the South window or even run out from Visa door to peek attackers posted outside Lobby.
 
You can also hop up Visa hatch into Admin and peek from this window as well. Only with Oryx do you have so many options!
 
 
BOMB SITE 3 – Archives (B) & Tellers (1F)
This split site rarely sees play, so if you have a full squad build a pocket strat for it and you can probably grab some easy rounds. It requires a coordinated team that can spread out between floors effectively, which can be difficult to achieve. You will need to maintain control over Visa stairs, and Admin hatch plus the hallway hatch by Tellers. Attackers like to push into Lobby and Consul, looking to flank Tellers. They also may push Archives from Garage and Cafe through Lockers and Red hallway.
 
These reinforcements and the rotate on ping make way for a standard Tellers setup. Reinforcing this Hallway Hatch protects anchors with C4s in Archives, and it isn't really safe to pop up with Oryx anyways so it's simply best to reinforce unless your anchors prefer otherwise.
 
This is another hatch that just isn't safe to access as Oryx and it's an easy rush for attackers so similarly it is better reinforced. An alarm by the door can be useful to Combo with a pre-placed nitro cell below. In case you find yourself in need of defending Visa, favor the area on ping as it is the safest - though hold onto a dash at least for a desperate escape.
 
You have multiple escape options - head up into Admin or drop into Tellers below. You can also start up in Admin to keep attackers from easily taking control above. This is a very effective strategy for Oryx when defending this site.
 
From Admin it's a quick rotate over to Spiral Stairs where you can cover the flank that attackers commonly utilize.
 
You can also start off in Cabinet of CEO defending below through this sneaky hole. If needed, drop the hatch into Press Room (Piano) and use any of the staircases or Public Restroom hatch to flank attackers.
 
You also have the option of covering Lobby from Meeting or otherwise dropping either Lobby hatch into Cafeteria or Red Stairs. Both provide excellent flanks on attackers focusing Basement.
 
 
BOMB SITE 4 – Cafeteria (B) & Garage (B)
This site has been popular in the past, but may become less so with the addition of Ace. Reinforce Garage wall, Lobby and Bathroom hatches , and Visa hatches as well. Someone should play Pipes to keep an eye on Yellow Stairs and Locker Hallway. Someone should play in Café to deny flanks coming through Red Hall. And a roamer should be ready to pounce on attackers should they play vertically in Piano.
 
Playing in Archives gives you a lovely perch to watch the flank from while simultaneously leaving you uniquely positioned to flank attackers through a variety of hatches nearby.
 
One such hatch lands you in Visa. From here you can cover Spiral Staircase or instead hop through Admin hatch so you can approach them from above.
 
Another hatch is the closet hatch which is certainly a bit risky, but could be highly rewarding and leaves you with a quick drop back to your safe position in Basement below.
 
Alternatively, hold upstairs where you have plenty of options for peeking out at attackers outside Garage breach below. The alarm on the window is nice in case you need to rotate over to Meeting Room and cover Lobby through the hatch. This informs you if your default position in Consul is no longer safe to return to.
 
If you need to drop this hatch and peek onto attackers in Piano you can wipe the floor with them before swiftly returning upstairs and continuing to serve as an ever threatening flank presence - just as Oryx was intended to.

Guide to Playing Oryx on Consulate +27
Guide to Playing Oryx on Consulate
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 14d

Guide to Playing Oryx on Theme Park

Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for rather devious activity. It features two very spread out floors and three staircases as well as two roof hatches. The map is essentially rectangular in shape, being split in half East to West. The choice between four viable bomb sites, and the time it takes for attackers to completely roam clear tends to leave the defending team in favor. If you enjoy a good roam game on this map, Oryx is the perfect defender to add to your arsenal.
 
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 – Initiation Room [2F] and Office [2F]
Initiation and Office are split apart by Waiting Room, which is itself quite exposed and risky to play in. This makes it easy for attackers to cut off rotations between sites when attacking from the West, forcing defenders to rotate instead through the hallway between Cash and Control Room. Beware the roof hatches above Yellow Corridor and Control Room providing attackers quick access to site. The site can also be held by extending into Cash and Control or instead stretching into Bunk and Cafe for more elaborate setups.
 
I like extending into Cash so long as whoever is anchoring on this bomb in Office is fully committed to it. It gives another angle to contest Cash Balcony doorway from so a crossfire may be established.
 
You can also go for this run out on attackers rappelling on Cash Balcony. Once you're done, bolt back into Tellers and hop up the hatch.
 
This is a pretty standard setup for Office whether you want to extend into Cash or not. Feel free to help your team and make the rotate if they need it!
 
This alarm gives you a good heads up on attackers seeking to establish control of Control Room, which is super important. A sneaky flank through here can be devastating.
 
If you want to extend into Bunk instead you can invest a lot of effort in delaying the take from the West side and either retreat to site or drop into Barrels and smash your way into Throne. Doing so leaves you as a constant flank threat with many avenues available to you.
 
 
BOMB SITE 2 – Bunk [2F] and Day Care [2F]
A rather popular site, Bunk and Day Care are surrounded by three hallways and Break Room. Attackers will likely push from Cafe, and possibly up Yellow or Arcade Stairs. Be wary as well of the hatch in the hallway by the vending machine that attackers may drop. The other push comes from Cash and Control in through Initiation to breach Bunk wall. There is also always the threat of attackers rappelling into Break Room to flank site.
 
Holding Office while defending Bunk gives you the ability to protect Day Care wall by shooting out breaching gadgets while also contesting attackers making their way into Initiation.
 
Barricade off these three doorways to help secure your flank and isolate the portion of the map you're defending into more controllable compartments.
 
You can open up lines of sight or even full on rotates through these two walls if you wish to contest Cafe or otherwise leave yourself with rotate options.
 
This alarm, combined with your set of barricades from earlier gives you a heads up to attackers flanking you from Cash. If you hear nothing, chances are you're safe to drop this hatch if need be and rotate accordingly.
 
One good rotate is to wrap around through Gong into Maintenance so you can bash straight through Armory, which is likely unoccupied. This will land you in Barrels where you can either hop up Bunk hatch or make your way up Arcade Stairs. Just be ready to pay the 10 HP toll for this road - still, it's better than dying to an attacker on Yellow Stairs
 
 
BOMB SITE 3 – Armory [1F] and Throne Room [1F]
This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is indestructible. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements, and of course traditional breach denial operators work well. Be sure someone is keeping an eye on Split from either side to easily trade kills on attackers pushing through.
 
Avoid your instincts of popping open every hatch in sight. Instead toss an alarm above this doorway and head upstairs to reinforce this sucker.
 
The first part of this setup is to barricade Cafe as well as these two doorways. This compartmentalizes your defense so you have less areas to worry about while still leaving you with plenty of rotate options.
 
Lob an alarm here to give you an alert to approaching attackers flanking you from Arcade Balcony.
 
Pop open this hole to keep an eye on Barrels window. You'll only see their feet once they hop in, but it has the benefit of being hidden by the vents. Just be patient and they'll move forward exposing their head.
 
Open this rotate to give you a nice line of sight onto Control Room. You a can contest this line of sight from behind the cover of this table. If you need to, so long as Barrels is uncontested, blow the hatch and dash into it for an escape.
 
Using your rotate hole you can make your way over to the top of Dragon stairs and cover this angle to watch for attackers rummaging around in Maintenance below.
 
You should also pop this hole during Prep to offer a nice angle onto attackers pushing in Maintenance below as they attempt to breach Throne Room.
 
 
BOMB SITE 4 – Lab [1F] and Storage [1F]
This site can be defended in a few ways. One option is to send a few roamers above to to cover site entrances using holes in the flooring. Another is to extend the defense into Armory and Throne Room by reinforcing East and West Throne Wall, effectively granting control over the site flank and creating a safe area for roamers above to retreat using Split hatch. To complete this strategy someone should open a line of sight onto Yellow Stairs from Armory using a shotgun. Attackers tend to push upstairs to establish vertical control, but if they get a pick by Bathroom or Storage they may simply rotate to site to plant.
 
Extending into Throne gives you an amazing angle onto Bathroom and Storage which forces attackers to deal with you before pushing into site from Bathroom window.
 
When extending into Throne, set up Armory in this way giving you access to Barrels.
 
I think this site becomes a bit more manageable with multiple returns to site. And with Armory & Throne under your control this passageway is unsafe for attackers to utilize.
 
Slap an alarm above Barrels window since you've opened it up and pop the hatch in case you need to access it and flank attackers pressuring site vertically.
 
You'll need all three dashes in your pocket, but vaulting out Arcade window and using two to make it over here might land you a kill on an unsuspecting attacker outside Storage window. The third dash is your retreat ticket back into the building.
 
If you don't care to extend into Armory you could at least control Yellow Stairs and Bathroom door through this hole in the wall. Otherwise hop up into Cash and flank attackers pressuring site vertically from Cafe. Just don't linger too long if attackers become aware of your position since you're a bit cornered.

Guide to Playing Oryx on Theme Park +30
Guide to Playing Oryx on Theme Park
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 14d

Guide to Playing Oryx on Bank

Bank is one of the original maps of Siege and has been thoroughly explored by the community, but of course there are still new tricks waiting to be uncovered. With three staircases and three spacious floors, Bank offers many options for roam play since it's so spread out and time-consuming to roam-clear. Anchoring is acceptable for each site too, especially if you find somewhere safe to sit on cameras, so you can gather intel for your roamers. The many windows in Lobby make it a very risky area to rotate through, but with proper game sense you can navigate your way through it to surprise opponents or pull off some late flanks.
 
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 – Executive Lounge (2F) & CEO Office (2F)
This site is extremely exposed to windows on the West and North side, particularly the Lobby windows. It also has a few destructible walls on the East side of CEO which should certainly be reinforced. Janitor Closet should be opened up and played to choke out attackers pushing in. Watch for flanks through Lobby, and beware attackers pushing Stock Trading Office and Main Stairs to the South.
 
These barricades protect anyone playing the Front Office from the Parking windows. This rotate can be made quite easily with the Bailiff if you have the time, otherwise just bulldoze your way through. Reinforce the hallway and situate yourself in Elevator to keep an eye on the site perimeter. It's a great perch to establish crossfires and has a hatch to drop through or return to.
 
Dropping Elevator Hatch leaves you with plenty of options, especially if you open Basement Elevator Hatch during prep phase. this gives you a safe highway to quickly traverse the map.
 
One great spot to head to is here in Garage where you can dash out on attackers rappelling Lobby Windows.
 
There's also plenty of hatches you could consider opening between Open Area and Administration. I'd recommend alternating which you open and which you leave shut depending on your preference though. So open the ceiling hatch in one and the basement hatch in the other.
 
One that is definitely worth opening is the corner hatch in Open since hopping through it lands you in Stock Office, perfectly situating you on the flank of attackers. Just make sure to check if the coast is clear before you commit to this leap.
 
 
BOMB SITE 2 – Staff Room (1F) & Open Area (1F)
This is definitely the least popular site, mostly because it is so spread out. All of Staff Room's ceiling is indestructible leaving anchors relatively safe. Attackers will almost certainly pressure site from Alley outside, and push into Square Skylight to the Northeast to open Staff Room wall. Expect attackers to enter above as well and destroy the ceiling of Open Area from Stock Room, perhaps opening site hatches. Having a pocket strat for this site can grant the occasional win by catching your opponents by surprise.
 
3 hatches you probably shouldn't open up in Prep Phase are these ones up top. They directly cover site and should be shut to keep your anchors safe. If your team has some coordinated strat that leaves them open though, be my guest. For example you could Castle off Janitor and open that one for an extended top floor roam.
 
I know you probably want to run around popping every hatch in site but consider leaving this one reinforced if your anchors prefer it. It is traditionally reinforced to give them an optimal corner to sit in. Though if they don't mind you could open it. Either way, you still have other options for returning to site from the basement.
 
One option for starting off the round is to play Square Skylight looking for early picks on attackers in Dirt or pushing Electrical from Alley. Don't stick around long enough to get shot from the roof though. Drop hatch and navigate your way through the basement. preferably with an anchor keeping an eye on Basement & Garage camera.
 
One way to make yourself useful is flanking attackers breaching Administration wall through Tellers Hatch, so pop this sucker during prep phase.
 
Another flank option is up Basement Elevator, situating you on the flank of attackers pushing site from Main Stairs.
 
You can also always hop your way back up top to flank attackers above if they breach site hatches.
 
 
BOMB SITE 3 – Tellers' Office (1F) & Archives (1F)
Tellers and Archives have entirely destructible ceilings. Due to this, roaming top floor to slow the push is necessary to protect anchors. Attackers will likely pressure site from Lobby, possibly rappelling on windows. They also may push into Open Area to open the Archives wall connecting to Admin Office. Skylight Stairwell is easily accessible from outside too, so beware of flank watches posting on the skylight, Servers stairs, or Electrical Room.
 
A great spot to play when defending this site is Front Office where you can defend above and contest attackers entering Lobby or rappelling on the windows.
 
To better secure this position, I barricade off all of Window Room, giving plenty of time and sound cues to respond to attackers rappelling here.
 
You can also open up into Janitor and pop the hatch, as well as the basement hatch below in Admin Office. This gives you a lot of options for mobility if you need to retreat or simply want to keep an eye on Archives wall below.
 
Other options for retreat are vaulting the window on ping and dropping into Lobby below or dashing across the hallway and dropping through Elevator hatch.
 
Dropping to the Basement and returning to site through this hatch could potentially be a good play, depending on where attackers are pushing and breaching from. Just be cautious of attackers posting in ATMs or rappelling on Lobby windows when doing so.
 
 
BOMB SITE 4 – Lockers (B) & CCTV Room (B)
This site has seen the most play, and its meta has grown quite stale. Attackers almost always push through Servers and breach the CCTV wall to plant. You should also keep an eye out for attackers pushing up Garage or through the nearby stairs, named Main Stairs. It is also very common for attackers to take Open Area and breach the hatches there. There are two other main hatches; one in Lobby and one in the Elevator by Main Stairs. Servers hatch can be played reinforced to delay the Servers push, or opened and played against attackers once they push in below it.
 
These two alarms are useful for informing anchors of attackers sneaking through Garage in case your team doesn't have a camera, or if you find yourself concerned about a Nokk push this way.
 
Covering the hatches from above can be a bit more manageable with Oryx since you have such mobility to dash out of harm's way. Even having this hatch open forces them to clear top floor in the first place, as leaving you alone is too punishable. This itself can waste a lot of time.
 
Barricading off Admin like shown above and opening this rotate may go unnoticed. This lets you drop through Janitor and cover Servers through the hatch on ping. This can be a particularly useful rotate if attackers go for a Dirt-Only push.
 
You also can vault this railing if you need an escape. Sit in Loan Office or head into Main Stairs hallway and hide in the elevator.
 
From the Elevator you can return up to Top Floor through this hatch and head over to your initial perch on ping to flank attackers focused on site hatches in Open Area.

Guide to Playing Oryx on Bank +28
Guide to Playing Oryx on Bank
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 15d

U need help understanding

I keep getting this and I'll end up dropping frames but not ping what do I do

U need help understanding
U need help understanding
Batmanjacketguy14 Batmanjacketguy14
LV.2 Lurker 14d

Have you ever aced

Hi

Poll
Have you ever aced
Under_cuva_broth
Under_cuva_broth Under_cuva_broth
LV.13 PlayStation 14d

Guide to Playing Oryx on Kanal

Kanal is made up of two towers joined by two bridges and contains three internal staircases, plus two secret ladders in the West basement. This all adds up to plenty of ways to navigate the map. Kanal also features plenty of windows for attackers and defenders to fight through. The Eastern tower consists primarily of first and second floor, and a smidgeon of basement. The Western tower is made up mostly of first floor and basement with very small bits of second floor leading to the roof. If you tend to find this map frustrating to play on, give Oryx a try! He has a lot of unique and fun possibilities for defending each site.
 
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 – Server Room [2F] and Radar Room [2F]
Typically the preferred site, Server and Radar contain an external wall in Renovations. In addition to this whole cubby, reinforce the corner walls of the L-shaped hallway surrounding site. Attackers will breach any of these walls, but they tend to focus on the Cubby. They also may push through Upper Bridge or up the Red and Green Stairs. They also pressure the hallway windows from the balcony outside and the window in Control Room from the opposite roof.
 
This first position you can play is a great way to stop attackers who are trying to clear breach denial from below. If they deal with it by other means you can at least force attackers to deal with you by establishing a crossfire against them from below the breach.
 
When playing in Security you will want an alert to attackers flanking you from Bridge.
 
Go ahead and barricade off Kitchen as well to keep this hatch safe for your return to site if needed.
 
Another great position is here in Lounge where you can shoot out below the Printer window to protect the flank. Lay some barbed over the hole to disguise your plans. You have the hatch to drop to Lockers at your disposal in case you get closed in on.
 
From this window in Lounge you may get a lucky shot off at attackers going for the breach since it's such an unusual angle for defenders to utilize.
 
Regardless of which position you play, Reception is not too far. Head there to run out from this window behind this wall which you can use as cover while laying down fire at attackers outside the main breach.
 
 
BOMB SITE 2 - Security Room [1F] and Map Room [1F]
This site can be pretty rough and requires either extending vertically into Server and Radar or horizontally into Kitchen and Model Room. Attackers typically take vertical control since the whole ceiling is destructible and there are three hatches to drop. They also may push into Kitchen from Museum or push Security from West Tower through Lower Bridge.
 
Playing above to protect the hatches can be immensely helpful in keeping your anchors safe below. An alarm on this Black Box will give you an early heads up on attackers pushing from Printer.
 
Through this rotate you can protect Rennovations hatch from Server.
 
This barricade, preferably protected by Castle, keeps this fallback hatch in Server Room safe. You can still protect Sky Bridge Hatch from the rotate you made.
 
This barricade and alarm keep your flank safe from attackers trying to rush up Green Stairs from the door below. Again, this barricade is preferably a Castle door.
 
If you don't have a Castle or otherwise don't wish to commit to protecting the hatches, you're free to go for this run out from White Stairs. Look right towards the docks for attackers heading Towards Printer.
 
You can also look to position around this hallway in Low Bridge. From this window you can cover Sky Bridge through the window across.
 
You can also break this barricade on ping prior to round beginning to threaten a run out on attackers pushing Museum. You don't have to commit to the run out. Simply holding the Reception entry with an open door can waste a decent amount of time. If needed you can drop hatch to Basement below to pull off a Vanishing Act.
 
From Basement, hop up Lounge Hatch and watch through these windows where you can keep an eye on attackers trying to drop through Sky Bridge Hatch into site. If you do intend to make this play, break Maps window prior to the round beginning.
 
 
BOMB SITE 3 - Coast Guard Meeting Room [1F] and Lounge [1F]
This site is a decent third choice if your squad is more comfortable with holding the West tower, but it is quite tough to hold. All but a small portion of Lounge bears destructible flooring, so defending from below with C4s works in theory, as you can toss them up through the Lockers hatch. Extend the site into Radio for more wiggle room, making Lounge wall tougher to breach. If your team runs a pocket strat here, I recommend an Ace ban.
 
Playing the Basement gives you a lot of options for responding attackers regardless of which way they choose to approach site. Use this barricade and rotate to section off the rooms in a way that forces attackers to work their way deep into the basement to deal with you.
 
Just be sure you toss an Alarm on Trench door to give you a heads up on attackers entering this way. Hop back up the hatch if you need to return to site and it's safe to do so.
 
Alternatively, play in Projector and Control Room giving you options for watching for the default plant in Lounge.
 
This angle from Control Window even gets you a reliable shot onto attackers going for the default plant.
 
 
BOMB SITE 4 - Kayaks [B1] and Supply Room [B1]
This is my favorite site on Kanal. It makes for some really interesting gameplay, and uniquely features a second basement, accessible via two ladders - one in Showers and one in Diving. Attackers most commonly push above, as well as through Supply Room Corridor. They may also pressure Lockers and Diving windows to threaten a hallway flank and possibly breach Kayaks. When attackers begin to execute, watch for pushes coming down either staircase or the Supply hatch.
 
A common approach for attackers when approaching Basement is to run up this staircase on ping. Dash your way here and peek left and you may land an early pick.
 
This is the beginning of a very intricate setup for defending the Basement below. Barricade off Lounge and smash a rotate back by Printer Stairs. You can also prepare Lockers window with two punches and this Lounge Window too in case you find yourself needing to go for a run out below.
 
Make sure you aren't getting flanked from Printer Stairs with this Proximity Alarm or some wire.
 
If attackers try pinning you down, retreat up to Printer and use these holes to cover Lounge hatch. If you have time, make them during Prep phase.
 
I also recommend setting up Control Room with these Barricades to protect the hatch, offering you a way of totally retreating and flanking attackers through Low Bridge.
 
Another possible way to return to site is out Printer Window and in through the door on ping, particularly if you went for the initial run out from there. If not, tear down that barricade in Prep Phase to keep the option open. Dashing there will leave you detected though, so request a teammate to begin heading up White Stairs from basement. This leaves you with backup in case you find yourself in a gunfight when you descend the staircase.
 
You can also always just focus on delaying attackers attempting to breach Coast Guard hatch. This can be done independently of the above strategy but works well in combination with the rest of the setup to shoot a drone before falling back.

Guide to Playing Oryx on Kanal +32
Guide to Playing Oryx on Kanal
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 15d

Need a 3 or 2 stack

We are kids 12 to 14 are allowed no toxic and aggrisvenes must be GOLD or above must be smart with maps good kd must have decent callouts and experience

Need a 3 or 2 stack
killer the Savage ft
killer the Savage ft killer the Savage ft
LV.3 Lurker 15d

Can someone tell me which barrels to use on which guns in rainbow six siege?? I’m confused AF

Can someone tell me which barrels to use on which guns in rainbow six siege?? I’m confused AF
Can someone tell me which barrels to use on which guns in rainbow six siege?? I’m confused AF
Tanveer
Tanveer Tanveer
LV.2 Lurker 19d

Guide on playing 'Zero' in 'Clubhouse'

■ Clubhouse - Zero guide
 
Clubhouse consists of basement 1F, and 2F. Each floor isn’t that wide, but there are three of them so if the defenders use roamers well, it’s difficult for the attackers to get in. However, there are windows that gives angles on the inside around the building. So, the basic strategy would be to have part of the team hold angles with the windows, while the rest goes to the opposite side and flanks.
 
There are two objective locations on 2F, and one on 1F and basement. While 2F and 1F bombsites have a lot of windows and doors which gives an angle on the inside, there are none on the basement. Defenders prefers the basement for this reason.
 
▲ Clubhouse’s objective locations. Most bombsites have an angle from the outside of the building.
 
Zero is a 2 speed 2 armor operator with the ARGUS Launcher, and can act as an intel-gatherer. ARGUS cameras can penetrate reinforced walls and hatches, allowing vision on key area, and each camera can shoot a taser once, that can destroy the defenders’ gadgets.
 
Zero also has great weapons in his loadout, so he can act as an entry fragger as well. Zero’s unique weapon, the SC3000K has a damage of 45, and fire rate of 800, which is almost the same as AK012. However, it does have a bit more horizontal recoil, so it’s recommended you take the compensator and vertical grip.
 
Zero can use the frag grenade as well, which goes very well with the ARGUS Launcher. Usually, you shoot the ARGUS Launcher at a wall or a ceiling to get vision on the inside, ping location and cook the frag grenade a little for a kill.
 
▲ SC3000k is similar to AK-12, but the capacity is lower by 5, and has more horizontal recoil.
 
▲ You can use the frag grenade, which allows you to catch enemies taking cover.
 
▣If '2F Gym ~ 2F Bedroom' is the site
 
The Central Sub-Roof at the South side of the building gives an angle on both bombsites to the attackers. The default strategy for the attackers would be to have part of the team hold this angle while the others breach the wall to Bedroom Hallway’s side, or go in through Construction or Logistic Office and flank
 
Zero can go wherever her prefers. He can hold the angle at Central Sub-Roof and throw a frag grenade for kills, or use the ARGUS Launcher at the Bedroom Hallway’s wall and disable Bandit trick. Position yourself appropriately depending on where your teammates go.
 
▲ Hold the angle at Central Sub-Roof to Bedroom,
 
▲ or hold the angle to Gym and behind the reinforced wall at Bedroom Hallway.
 
▲ However you can get caught out from the CCTV window, so careful of circled window.
 
▲ Shoot the ARGUS Launcher at the Bedroom Hallway side’s wall,
 
▲ and taser the Shock Wire or Electroclaw behind the wall.
 
▲ Or Shoot it at the 1F Bar’s ceiling,
 
▲ to get vision on the inside of the bombsite.
 
▣If '2F CCTV Room ~ 2F Cash Room' is the site
 
Same as above, you can hold an angle on CCTV Room from Central Sub-Roof. You can also have hard breachers brecach from Eastern Sub-Roof, so it’s very similar to the previously explained area.
 
The defenders will have a rotation at Cash Room or Garage, to prepare for attackers breaching the wall from Central Sub-Roof to CCTV Room. The attackers can counter this by going to the Garage and pushing to the 2F. Or enter through Eastern Stair, Construction, and go for Cash Room. Again, there are places where you can take utilize your ARGUS Launcher and frag grenade so use them appropriately.
 
▲ You can hold and angle from Central Sub-Roof to the bombsite again.
 
▲ If you have a hard breacher, breach the wall to CCTV Room from Eastern Sub-Roof.
 
▲ If you enter through garage, there can be defenders at the circled area
 
▲ Shooting ARGUS Launcher at Cash Room side’s wall after entering through Construction.
 
▲ This will be helpful most of the time because defenders often hide at the corner of Cash Room.
 
▲ Going up the Eastern Stairs from 1F Lounge. Defenders are often here too.
 
▣If '1F Bar ~ 1F Stock Room' is the site
 
Again, a lot of windows and doors that gives angle on areas around the bombsite from outside. Stock room, one of the bombsite, has two doors, and it’s extremely difficult to defend it from the inside. As a result, the defenders often open the wall between Bar Stage and Stock Room and defend from Stage.
 
The attackers on the other hand has a lot of options. You can have Montagne in the front and rush to Stock Room and just plant the defuser, or open the door at Lobby’s side and push to Stage. Since the bombsite is on the 1F, you can open the hatch to Gym or Construction and do a vertical play. Both are very annoying to the defenders, and you will gain advantage easily.
 
▲ When capturing Stock Room, hold this angle,
 
▲ and this angle from the door. This forces the defenders out of the Stock Room.
 
▲ To catch defenders at the Stage, open the hatch from 2F Construction.
 
▲ You can hold an angle on Stage easily from the Lobby’s door
 
▲ Window to Pool Table opened at South Parking. Careful of defenders waiting at the circled hatch.
 
▲ If you shoot the ARGUS Launcher at the circled area from Central Hallway,
 
▲ You can get vision on defenders hiding behind Bar Table.
 
▣If 'B Church ~ B Arsenal Room' is the site
 
Unlike the other bombsites, there are no windows, doors, or walls to breach at the basement. This means the attackers have to enter the building and push to the bombsite. While doing this, they can get ambushed from behind by roamers. However, the route from Construction site to Escape Tunnel is a one way route and they can go straight to Arsenal Room.
 
You can also push to Utility Room from Garage or Garage Storage or open the hatch from Bar or Kitchen and go down. Either methods are valid ways, but there is a high chance of defenders hiding nearby. If possible, avoid moving around alone.
 
▲ You can push to Utility Room from Garage or Garage Storage,
 
▲ or go to Arsenal Room from Construction Site’s Escape Tunnel.
 
▲ can shoot the ARGUS Launcher to both bombsites from the Utility Room.
 
▲ Utilize it by shooting down the defenders’ gadgets inside the bombsite.
 
 
▲ Long angle on Basement Hallway after coming down Central Stairs.
 
▲ If you have a hard breacher, it’s a good idea to open the hatch at 1F Kitchen or Bar.

Guide on playing 'Zero' in 'Clubhouse' +28
Guide on playing 'Zero' in 'Clubhouse'
RetroFlame77
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verified LV.24 Good Leader 20d

About Mira

So I just got Mira and whats a good loadout? Should I just go for what i like or is there some sort of meta?

About Mira
icyrespawn1
icyrespawn1 icyrespawn1
LV.5 Lurker 19d

Need Ranked matches done

Need my ranked matches done hmu, i average silver 1 so im not too bad no toxicity or ur being kicked, mic must me included an have a fun time

Need Ranked matches done
DeadShot549561
DeadShot549561 DeadShot549561
LV.2 Lurker 19d

Guide on playing 'Melusi' in 'Coastline'

■ Coastline - Melusi guide
 
Coastline is a building map with 1F and 2F. The Courtyard area is right in the middle of the building so the building looks like a square if you look from above. This shape results in the defenders moving through Hallway, when moving inside the building. However, there are some angles at the roof that allows sniping defenders moving through Hallway, so you must be cautious.
 
There are two objective locations on each floor. However, the building itself isn’t that big, so often the whole team defends one floor by spreading out. If the bombsite is on the 1F, the attackers may try to do a vertical play, so you should have people on 2F as well. Attackers entering the building, will generally lead to getting pressured from both inside and outside of the building so you should utilize your roamers well, and try to flank them instead.
 
▲ Coastline’s objective location. It’s a small building so you use the entire floor when defending.
 
Melusi has the Banshee Sonic Defense (BSD), a gadget that makes a sound which slows down enemies in a radius. BSD is bullet proof, meaning you need to use an explosive or melee attack to destroy it. However, not only does the BSD slow the enemies, but it makes a unique noise, so you should place it where it’s hard to melee attack, forcing the enemies to use an explosive.
 
Melusi has the MP5 SMG and Super 90 Shotgun as her primary weapon. She can take the nitro cell and impact grenade so usually the MP5 is preferred. However, unlike Rook and Doc, she can’t use a magnification scope on her MP5. She does have the angled grip attachment, which is a decent option for Melusi who can also act as a roamer.
 
▲ MP5, the gun you will use most of the time as Melusi. She doesn’t have magnification, but has the angled grip.
 
▣If '2F Hookah Lounge ~ 2F Billiards Room' is the site
 
Hookah Lounge has the Hookah Deck, and Aquarium, which is next to Billiards Room, has Balcony which gives an angle on inside the bombsite. There are also a lot of windows at Hookah Lounge and Billiard Room which the attackers can snipe from, so there aren’t that many places the defenders can hide. This structure results in using an impact grenade or a shotgun to remodel so you can use Hallway for defense as well.
 
The BSD should be placed near Hookah Lounge and Aquarium’s entrance or at the opposite side of the Hallway to stall the attackers entering in. It’s basic to have some people around the BSD to stall the attackers. If you have Jager’s ADS around BSD, it would be hard to destroy the BSD even with a frag grenade or Ash’s Breaching Round.
 
▲ It’s recommended to make a rotation by breaching the wall between Hookah Lounge and Billiards Room.
 
▲ BSD placement to stop attackers entering from Hookah Deck to Hookah Lounge
 
▲ If you breach this wall from Hallway, you can look at both the door and window at Hookah Lounge.
 
▲ BSD placement to stall attackers coming from Balcony to Aquarium.
 
▲ You can catch out attackers climbing to Balcony from South Hallway window
 
▣If '2F Penthouse ~ 2F Theater’ is the site
 
There is a big window at Penthouse, so if the attackers try to rappel play from here, it’s hard to defend from inside the Penthouse. Not only that, there is a hatch at the roof to the Bathroom which is right next to Penthouse. Meaning you should also consider a hatch drop. Therefor, if you brought the impact grenade with you, use it to open the wall at Bathroom and look out for a hatch drop from VIP Lounge or Hall of Fame.
 
If the attackers have a hard breacher, they will usually go for the wall at Penthouse or the wall at Theater. The ideal play would be to have roamers catch the hard breachers breaching from behind. To do this, you need to use the entire map and constantly check which way the attackers are moving.
 
▲ There is a huge window, and a hatch to Bathroom, at Penthouse, making it hard to defend from the inside.
 
▲ BSD location to stall attackers entering from both Penthouse’s window and Bathroom.
 
▲ Make sure to breach the wall to Bathroom so you can check hatch drops, at the VIP Lounge .
 
▲ It’s possible to do a runout from 1F Service Entrance to catch out the attackers doing a rappel play.
 
▲ Attacker’s often come through VIP Lounge and breach to penthouse, meaning it’s good to place people here.
 
▲ Same for attackers breaching from Hallway to Theater. You can stall them with the BSD
 
▣If ‘1F Kitchen ~ 1F Service Entrance' is the site
 
The attackers will most likely try to come through Kitchen’s window or Service Entrance. When defending, try not to get attacked from these angles. Especially the Service Entrance, because sometimes the attackers will deploy the defuser right after breaking the barricade. You can counter this if you place the BSD appropriately at the Service Entrance.
 
Also, the bombsite is on the 1F, so have in mind of attackers doing a vertical play from 2F. You can place your BSD near the windows at VIP Lounge, Penthouse, or the entrance to Hall of Fame. This will slow down the attackers entering through 2F. The attackers can also try to come in through 1F Main Lobby or Sunrise Bar, so try to use the entire map and understand the situation.
 
▲ BSD location to stall entering through Service Entrance
 
▲ It’s not a bad idea to open the wall at Toilet to Service Entrance and hold the angle
 
▲ BSD placed toward Main Lobby
 
▲ BSD location to stall attackers coming through Sunrise Bar
 
▣If '1F Blue Bar ~ 1F Sunrise Bar' is the site
 
There’s a window at both Blue Bar and Sunrise Bar which leads straight to the bombsite, so it’s hard for the defenders to position themselves. It’s also on the 1F, so you need people on 2F Hookah Lounge and Billiards Room to prevent vertical plays.
 
It’s hard to get across Blue Bar and Sunrise bar, so it would be convenient to have a rotation between each bombsite. If Melusi has impact grenade and there isn’t anyone to remodel, you can use one to remodel.
 
Again, Melusi’s BSD should be placed at places like near Sunrise Bar’s entrance or at the Office. Places where it’s the attackers’ main path to enter the building, and stall them. If needed, you can place one at places like 2F Hookah Lounge to prevent entering through 2F.
 
▲ Each bombsite has a window, making it advantageous for the attackers. You should place yourself well here.
 
▲ You can spawnkill attackers spawning at Ruins, from Sunrise bar’s window.
 
▲ It’s better to position yourself behind the Bar table at Sunrise Bar when defending
 
▲ BSD location to stall attackers coming through Office’s side
 
▲ It’s not a bad idea to place a BSD at Sunrise Bar’s entrance or near North Stairs.
 

Guide on playing 'Melusi' in 'Coastline' +21
Guide on playing 'Melusi' in 'Coastline'
RetroFlame77
RetroFlame77 RetroFlame77
verified LV.24 Good Leader 21d

Guide to Playing Oryx on Villa

Villa, the Italian map of operation Para Bellum, features three floors, and three staircases that enable bold flanking plays to be made, especially through the poorly watched basement. In addition to these many flanking routes, all sites lack an external wall, so multiple rooms need to be pushed through when attacking. These features make it a generally defender-favored map.
 
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 – Aviator Room [1F] and Games Room [2F]
Aviator Room and Games Room connect to each other through Vault and are surrounded by a few hallways and Study. Attackers like to push from Study and invest utility into opening either of the walls. They may also pressure “90 hallway” from the window by Vault. Other than that, watch for flanks coming from Landing by Red Stairs, or Lobby Stairs.
 
A great position to hold early while delaying attackers' efforts to grab map control is here in Astro. Your goal is to prevent them from getting to Landing or 90 Hallway. If the pressure is too much though, drop hatch for easy access to the basement which acts as a swift highway for repositioning.
 
You can also go for an early, or delayed, peek on attackers on ping playing the Balcony. This is great for supporting a player holding the top of Lobby Stairs.
 
You can also always drop Master hatch into Laundry for this runout to surprise attackers from an unusual angle.
 
When returning to site, consider popping up 90 Hatch if your teammates have sufficient intel to enable this. Otherwise peek up and drop if it isn't safe to commit. This can at the very least waste additional time.
 
Another great hatch for flanking is accessed from Art Studio below and situates you in Study. Again, you will want to have some good intel before making this play.
 
 
BOMB SITE 2 – Trophy Room [2F] and Statuary Room [2F]
This site is almost as popular as the former, and is the preference for some teams. Attackers nearly always take control of Master Bedroom and breach Statue wall. Bathroom can be played, and even Closet can be played to delay this as long as possible. Teams often push through Landing and sometimes Trophy Entrance, coming from Red Stairs and 90 Hall. Astronomy Room is very crucial to hold onto and whoever controls it influences the round outcome heavily.
 
Setting up Astro in this way not only leaves you with a hatch to return through, but also allows anchors to keep an eye out for attackers sneaking up Red Stairs, while simultaneously providing a sound cue on attackers creeping up Astro Stairs. Make sure to Hulk Smash the globe in the corner!
 
One of the default plants is behind this table just in the doorway. The Alarm will alert your teammates to attackers going for this plant. You could also look to return through Master hatch from Laundry below when heading back to site. Just be wary of attackers still on the Balcony outside holding the windows.
 
You can also help hold the windows from below! This one can be held through the hatch and the other could be held through holes you shoot beneath them using your Bailiff.
 
Perhaps a more appropriate return to site is up this hatch leaving you in 90 Hallway, positioning you on the flank of attackers on Landing trying to push Trophy or Statue.
 
You may find yourself looking to peek on attackers on Master Balcony. Run out this doorway towards the ping and look left to grab an easy kill. You could also drop the hatch and peek from Art Studio.
 
 
BOMB SITE 3 – Living Room [1F] and Library [1F]
This site is perhaps the least popular, mostly because it is extremely large and holding it requires spreading out your resources. Attacking teams typically take control of Lobby and Piano to breach Desk wall in Library. Otherwise they may take Kitchen and Dining to focus on pushing Living Room. Whether or not they breach above to flush out anchors depends on their playstyle and familiarity with attacking the site. Be careful of Mudroom and Toilet as they each offer attackers quick access to site.
 
The main default plant for this site is this corner in Library. Busting the desk early is a great way to deny this from happening. Just don't make this play if you have a Bandit trying to trick the wall or something! You can also slap an alarm in to alert teammates to attackers entering the doorway or otherwise going for the defuser plant.
 
Shoot some holes out at the feet of Toilet and Bust your way through this side of Gallery as well to complete the standard setup.
 
I HIGHLY recommend opening this wall and having an player sit on Red Stairs. This site is very difficult to defend due to it being so spread out. Having two anchors, someone extended onto Red, and two roamers upstairs (or otherwise responding to attacker movement) positions each defender ready to assist one another.
 
Piano room is one of the most useful rooms for attackers to control when readying themselves to attack this site. Reinforcing all of its walls forces them to use extra breaching utility to make it useful for them. Otherwise you force them into the surrounding hallways which are dangerous to stand in.
 
As for actually playing Oryx, you can post in Master early to cut off attackers pushing in Laundry below your hatch and you can peek outside Master window at attackers posted outside Piano window. This also positions you where you can support your player on Red Stairs when attackers approach them from Landing on ping.
 
You can drop Master hatch or Astro hatch and land in the basement, coming up Pantry hatch to flank attackers who are looking to approach the site's weak points such as Mudroom or the soft panels.
 
 
BOMB SITE 4 – Kitchen [1F] and Dining Room [1F]
Attacking teams will usually take Master Bedroom to play vertically and enable a Laundry push. It is also common to see them hold Living Room and Mudroom or Piano so they can cut off roamers attempting to return to site. Be careful of rushes coming through the basement either up the stairs by China Room, or Pantry. Memorial Room is a good place to hold Dining without playing inside it.
 
This is a standard setup for this site which covers some of the most important walls and creates additional angles for contesting attackers.
 
If you can arrive on time, prebreak this wall before the round begins. This way you can catch attackers off guard as they rush towards Garage.
 
If you're truly feeling bold, dash to hear to snatch a surprise peek on attackers here or otherwise on ping. It's a dangerous play but not very likely that attackers will anticipate it.
 
A great place to return to from the Grimy Basement is Living Room where you can help control the flank.
 
When setting up Living Room, pop the hatch and barricade off Library. Along with these barricades this alarm guarantees some sound cues for attackers approaching this section of the map. You also have the option of flanking attackers above by hopping up Toilet Hatch into 90 Hall.
 
You can also return to site through Pantry hatch which is usually quite safe since you bypass the primary window above the staircase.

Guide to Playing Oryx on Villa +29
Guide to Playing Oryx on Villa
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 21d

Guide to Playing Oryx on Coastline

Coastline, the Spanish map released during Operation Velvet Shell, is widely considered to be one of the most balanced maps, but is perhaps arguably attacker favored. The map is fundamentally a large rectangle composed of two floors and two staircases. The middle is cut out, leaving a very open courtyard. This area offers attackers plenty of angles to cut off defenders, while safely positioned on the roof, so be careful when rotating.
 
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 – Hookah Lounge (2F) and Billiards Room (2F)
Most of the community prefers Hookah and Billiards, despite exposure to two balconies, two windows, and the roof. Navigating rotations requires a good bit of map knowledge to avoid getting caught between cross-fire. Attackers will likely push from the Hookah and Aquarium balconies, as well as up Cool Vibes stairs or through VIP hallway or Luggage hallway.
 
A nice alarm for your teammates is this one alerting them to attackers approaching through VIP Hallway.
 
Drop the balcony and set up Kitchen by opening this hole and prepping the window with two punches. This way you can keep an eye on Kitchen from VIP above if you choose to play there.
 
From VIP you can hop out the window and vault onto this table to get a deep angle on attackers posted on Hookah Balcony. You can dash back into VIP, or if you feel your flank is threatened, drop below and dash towards Kitchen. Vault in Kitchen window and be glad you prepped it earlier!
 
You can also always drop Penthouse hatch into Lobby to shoot out Hibana/Ace charges on Billiards Quad Wall. This is a great position to start the round from since breachers often rush to the roof and gamble their shot at opening this wall.
 
You can also go for a very nontraditional runout from Lobby window on ping. Bolt over here with a dash to surprise attackers on Aqua Balcony, but only if you have a charge or two to dash back into Lobby window.
 
If you're making noise down in Lobby it's an easy fake-out to pop back up through Penthouse hatch and keep opponents guessing as to your exact whereabouts.
 
 
BOMB SITE 2 – Penthouse (2F) and Theater (2F)
While this site was initially a community favorite, as the meta has evolved it has become clear that the site is actually quite tough to hold and depends largely upon successful roams. The large window in Penthouse makes the whole room unplayable when someone rappels upside down. This leaves defenders with Theater, VIP Room, and the “L-shaped” hallway surrounding site, as well as playing below with nitro cells. In general, reinforce all theater walls leading to the hallway and the walls on the West side of Penthouse.
 
Maintaining intel on Luggage is essential for alerting anchors to their flank. This alarm does an excellent job at this when the hatch is opened. Doing so forces attackers into its radius and provides you a safe return to site.
 
You can also flank attackers from Hookah by coming up the hatch in Sunrise. This also leaves you with additional options.
 
One such option is dashing out onto Hookah Balcony to get an angle on attackers posted on VIP Balcony.
 
You can also go for a vault out of Lobby window to take some shots at attackers rappelled on Penthouse window. Don't do this without a couple dashes though! Dash back into Lobby or wrap all the way back around the South side of the building into Office.
 
 
BOMB SITE 3 – Kitchen (1F) and Service Entrance (1F)
This is my personal favorite. It does, however, require a coordinated team. Otherwise attackers may successfully pull off a rush plant in Service doorway. Other than that, watch for attackers cutting off rotations from Kitchen window, breaching the floor above, and flanking through Lobby or the Bars.
 
This general setup leaves you with options, particularly when playing around the Bars to defend the Kitchen flank.
 
Make sure as well to keep a particular eye on Towels door in Sunrise when defending this sector.
 
Alternatively you can extend all the way out into Offices and ensure you maintain control of the hatch to provide flank options.
 
Whether its Office Hatch or Security Hatch, making your way up to the second floor allows multiple flank opportunities.
 
One opportunity you have from Luggage when setting up site in this way is relaxing on the Courtyard Covering for this lovely angle on Kitchen window.
 
 
BOMB SITE 4 – Blue Bar (1F) and Sunrise Bar (1F)
Though this site is a bit less popular, it is actually quite strong, so long as your team practices it regularly. It is similar to Penthouse and Theater, but objectively better; it just takes practice. Blue Bar, similar to Penthouse, is nigh impossible to play in due to the window; avoid contesting attackers outside unnecessarily. But Sunrise is larger and safer to hold than Theater. Office, like VIP, can be played to delay and control the flank, but has better cover. Unlike Theater and Penthouse, you also have the option of playing above until inevitably falling back. This can be challenging so your team may choose to spread out on first floor instead, flanking attackers upstairs or collapsing on them during their execute.
 
This basic setup in Sunrise is good for supporting a heavily used default position where a defender like Smoke or Wamai sits on ping. Discuss with your team if it is a line of sight they want opened.
 
This is the rest of the most important sets of rotates, lines of sights, and reinforcements. This keeps the defender positioned on Couch with options at their disposal without trapping them into the spot entirely.
 
An important room when defending the Bars is Office. With Oryx you could play here and hop up the hatch into Aqua if they leave you alone.
 
Just lob this alarm in Security to alert you to flanking attackers, and consider popping this hatch for multiple rotate options.
 
With Security control, it's much safer to make your way into Lobby where you can contest attackers that found their way into Blue Bar through the Bailiff holes you open up in Prep Phase.

Guide to Playing Oryx on Coastline +27
Guide to Playing Oryx on Coastline
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 21d

Guide to Playing Oryx on Outback

Outback, home to the famous Kangaroo Sandwich, is shaped like an elbow. This two-floor map contains many staircases, both inside and out. At the top left of the map you can find the Back Stairs and at the bottom right is the Garage Stairs. Where the two wings join together in the Northeast, you can find the Piano Stairs, and the Restaurant Stairs, recognizable by the massive shark. Piano and Shark Stairs are connected by an external patio which even 1 speed operators can traverse without being detected.
 
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 – Laundry [2F] and Games Room [2F]
The defense of this site involves extending into the surrounding rooms, particularly the power positions in Piano Room, and Showers. Hold onto the perimeter for as long as possible. Once attackers are in, it is a very quick rush to site. This means the round tends to be packed with explosive action, so focus on trading kills off fallen teammates. The main pushes come from either Bull or Dorms.
 
This map largely depends on having reliable anchors, but that doesn't mean there's no room for roaming! Set up holes below the major site entrances so you can set up crossfires alongside your anchors.
 
I usually open this wall to give Piano Access, but with Oryx it could be handy to reinforce them, leaving you with a safe position to return to site if needed.
 
You could also open this hatch and return to Dorms. Just be sure you have an alarm or some barbed wire on Back Stairs.
 
I'll place another alarm here and barricade off Restaurant giving me few flank routes to worry about.
 
But you don't want to limit your own pathing. Making a rotate with your Bailiff in Prep phase can be a bit sneakier than a big old Kool-Aid man sized rotate. You just want to have Kitchen access so you can use Bull hatch if needed.
 
 
BOMB SITE 2 – Party Room [2F] and Office [2F]
Attackers mostly clear dorms to push through Games and simultaneously push Shark stairs. But watch for attackers pressuring Bull window, Electrical window, and Garage Catwalk. Be mindful of the 2 drone holes on the roof which attackers can use for grenades; one is by the Raptoil poster in Office, and the other is by the Hotel sign in Mezzanine.
 
So this is going to be a bit of a 2-3 man strategy. Have one teammate play Red Stairs and another play Garage Stairs. The last two can anchor as usual on site. Support the player Red Stairs with this Alarm.
 
Use your other Alarm here and barricade off Kitchen to give yourself some privacy while still alerting you to flanking attackers.
 
With Kitchen locked off you can cover Bull doorway from below. Make a larger hole to the right to cover the wall as well in case they breach. Pop Kitchen hatch as well to allow you to return to site that way if it's safe.
 
Bust your way into Compressor Room and close off the Reception Flank so you aren't surprised by any attackers and you can focus on one direction while entering Garage. Open up holes on ping to allow you to cover Office Door.
 
Reinforce Garage to support the player on Garage Stairs and open Freezer leaving you additional rotate options so you aren't as easily pinned. This could also be a rotate you make on the fly instead. Barricade off Waiting Room so attackers don't sneak in Garage from there.
 
Make sure to barricade off Waiting Room from this side as well so attackers are forced to make noise if flanking you from Convenience.
 
 
BOMB SITE 3 – Nature Room [1F] and Bushranger Room [1F]
These two bombsites can be distinguished by the décor found in each. The bed in Nature is adorned with a canopy of vines, while the Bushranger suite feels more like an old timey Cowboy's home. This is perhaps the worst site on this map since the whole ceiling above is destructible, and there are many flank paths to the hallways surrounding site, as well as a window cutting site in half.
 
Controlling Reception can be very influential when defending the suites and can leave you with a variety of flank options. Barricade off Garage though so you don't have to worry about that direction.
 
Barricade Gear Store and throw an alarm above Restaurant entrance as well to keep you aware of any flanking attackers.
 
You have this hatch at your disposal in case you need to flank attackers above who are playing vertically. Otherwise you can use it to wrap all the way around and flank attackers in Back Entrance.
 
If needed, go ahead and make the standard rotate here for your teammates so they aren't forced to pass Bathroom window.
 
 
BOMB SITE 4 – Compressor Room [1F] and Gear Store [1F]
This is hands down my favorite site to play and I believe it is an underappreciated pick, with the two upstairs sites being overrated. The East half of Gear Store and all of Convenience Store bear indestructible ceilings, making them great candidates for anchors. There does seem to be some difficulty in defending site if attackers effectively take control of Restaurant however and pull off a breach. Extend the site into Convenience and either reinforce all of Beer Fridge, or create a rotate hole and reinforce Garage.
 
Make sure site is set up properly with these rotates and lines of sight. Your body and your bailiff are perfect for getting the job done.
 
With someone as mobile as Oryx, I highly recommend extending site into Garage, so reinforce Garage wall. There's plenty of cover for you to dash between if you need to play this whole area.
 
Just be sure your convenience flank is covered in case attackers try vaulting in Waiting. The alarm could also be placed above the window itself.
 
Another good alarm is here to alert anchors in Compressor to attackers sneaking around this way.
 
A good position to hold with Oryx is here above Kitchen wall where you can deny the breach. If you are pressured by attackers up here with you, you could fall back to Garage, or otherwise drop into Kitchen and flank them through Dorms/Laundry hatch.

Guide to Playing Oryx on Outback +27
Guide to Playing Oryx on Outback
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 22d

Guide to Playing Oryx on Kafe Dostoyevsky

Kafe Dostoyevsky is a large, tightly-packed map with three floors, three staircases, and two roof hatches. The many rooms are a bit clustered and connected by hallways. The third floor has an open layout with a skylight above shining down on a set of balconies. The balcony railings can be safely vaulted for a quick rotate to second floor. Doing so lands you in the sizable Pillar Room which offers little in terms of cover. This open area is surrounded by a few hallways linking a cluster of rooms together. The first floor again has an open restaurant area with hallways leading to the sectioned-off Kitchen, which can be broken down into a few compartments, and the Bakery rooms.
 
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 – Bar [3F] and Cocktail Lounge [3F]
Bar and Cocktail are typically attacked from the roof through the hatches and skylight. It is also quite common for attackers to rappel on the windows. These rappelled attackers can be countered with nitro cells or run outs. Attackers will almost always seek to establish control of Cigar Lounge, so delaying this push as long as possible is always a great strategy. Beer Fridge can be completely reinforced to protect anchors, or rotates can be opened up to keep defenders mobile. In the current meta attackers mostly push and plant Bar.
 
Don't let anyone tell you you aren't being a team player when you pick Oryx on this site! He's absolutely perfect for denying cover to attackers' favorite default plant positions. And it only takes 3 Hulk Smashes!
 
Next, prep for a roam with these three sets of holes. Now you can cover New Balc and attackers pushing through Cigar through a nasty angle up the hatch.
 
Waste time early by denying control over Cigar Shop. Just don't spend too long here or you'll find yourself surrounded and unable to retreat. Drop hatch before the pressure grows too much and fall back to the ping below.
 
You can also instead waste time in Piano and drop the hatch below, threatening a flank up Red Stairs or this hatch. Just check for flank watch before committing! When you're ready to commit, hop up on the East side so once you land you have cover from Cigar.
 
You can also just drop through Freezer from Dining, and smash your way into Garage to peek at attackers rappelling on the South side.
 
It's not a far stroll from Garage to Restaurant where you can hop out the window and lay down fire at attackers rappelling on Heaven window.
 
You could also head to Bakery from Red Stairs or Freezer to run out on the West (or South) side of the building.
 
BOMB SITE 2 – Fireplace Hall [2F] and Mining Room [2F]
Fireplace and Mining are connected by Train Museum and surrounded by hallways. The roof of Fireplace is indestructible, but it is quite small with little cover. There are two hatches above site to reinforce, one above the hallway by Red Stairs, and one above Train. Attackers will likely take control of Cigar Lounge above to play vertically, so reinforcing the wall at the top of red stairs and playing in Cigar Lounge can help eat up utility and time. The site flooring is mostly destructible, so playing below with nitro cells is viable too. This is uncommon, making it unexpected and therefore difficult to counter.
 
When defending this site, I highly recommend arriving at Garage in time to bust the wall before the round starts so that once it does you can quickly waltz out and peek left for a potential kill or two. Save a dash to retreat so you aren't picked off in return.
 
A great way to defend Train is extending into Library. Open this rotate and slap up some reinforcements and an Alarm then pop Laundry hatch and head above to waste some time and go for an early pick.
 
Defending Cocktail leaves you with plenty of options for contesting attackers seeking to take control of Piano above Train. Your primary goal here though is to waste time, so be ready to dash back over to hatch on ping and drop below.
 
Alternatively, defend Mining Wall by playing Red Stairs. While you're here, you could also look to contest attackers trying to drop Red Hatch to help waste more time. This rotate, as well as the stairs, provide you with multiple escape opportunities. And if left alone, consider flanking attackers in Piano through Cigar hatch.
 
If you find yourself retreating to the floor below, you may find it safe to return to site through Dining Hatch. Just be wary of returning on the North side as it leaves you exposed to the surrounding hallway.
 
 
BOMB SITE 3 – Reading Room [2F] and Fireplace Hall [2F]
A defense of Reading and Fireplace shares a lot of overlap with a defense of Mining and Fireplace. Attackers may implement a lot of the same strategies as above, but may also focus on White Stairs more, and Pillars Room. The site can be extended laterally into Train Museum to help with flank watch. When attacking vertically, they will place more emphasis on Bar and Cocktail above Reading. The outcome of the round often depends heavily on your team's ability to delay attackers top floor without dying in the process. Roamers can also rotate to first floor and flank late in the round by coming up the stairs.
***Some of the positions above work well while defending this site too!***
 
One of the most important sections of the map when defending Reading is Cocktail above. Reinforce these walls and consider reinforcing the hatch as well, but you may prefer to leave it open to fall back to site. Leaving it open allows you to potentially flank this way, but there are other flank opportunities available.
 
A good retreat path from Cocktail is down White Stairs. And this leaves you ready to run out Garage and drop whoever is rappelled on Cocktail window.
 
You can also smash your way into Freezer. This leaves you with the option to return to Fireplace through the hatch. Or speed your way through Kitchen, using it as a highway all the way over to Bakery and Red Stairs.
 
From Red Stairs you can hop up Cigar hatch to flank attackers in Bar and Cocktail. Make sure you open this during the prep phase!
 
 
BOMB SITE 4 – Kitchen Service [1F] and Kitchen Cooking [1F]
Kitchen is a super spacious site surrounded by hallways. Much of the ceiling is destructible but the site itself offers plenty of equipment and protective counters for cover. Attackers may choose to focus on breaching above to clear out Cooking and breach Bakery wall to pull a plant off. Or else they may focus on the backside, breaching Freezer instead. Watch for flanks coming in Service door from the Coat Check hallway.
 
This is my favorite peek when defending Kitchen because it is really difficult to contest as an attacker. And if needed you can quickly dash out of harm's way.
 
A more Oryx-specific run out would be from Garage. You can drop the barricade and dash out the door to mow down attackers pushing up on ping, OR I prefer spending 5 HP to pre-break the Garage wall and run out there since it allows you to use the Pink Truck for cover.
 
Setting up Prep with this Alarm and these holes allow you to cover it easily from Train above.
 
If attackers clue into your Train hold, you may find it best to retreat up to Piano through the hatch effectively causing Ghost pressure, making it very difficult to efficiently pin you down, wasting time in the process. You may also get a lucky peek on attackers outside if you break Piano windows.
 
Fading away to Heaven might provide you with an easy angle onto an unsuspecting attacker playing vertically in Mining. Shoot these rails out in Prep phase so you can quietly drop from here onto the wood below, then quietly drop onto the Red Carpet. Abusing Sound in this way should always be in the back of your mind.

Guide to Playing Oryx on Kafe Dostoyevsky +28
Guide to Playing Oryx on Kafe Dostoyevsky
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 22d

What operator should I buy next?

I don't have the season pass but am saving up renown for an operator I have all the operators up to the 15k ones and ideas who to buy next?

What operator should I buy next?
LorcanPanther06
LorcanPanther06 LorcanPanther06
LV.9 Nomad 25d

Need some people for a 5 stack

Me and my friend need 3 more people for a 5 stack on r6 xbox, if your chill and around the age 15-16 hmu, btw i just got back into r6 so im kinda dog shit rn

Need some people for a 5 stack
OoWee123
OoWee123 OoWee123
LV.2 Lurker 24d

Guide on playing 'Zero' in 'Chalet'

■ Chalet - Zero guide
 
Chalet is a three-story building map from basement to 2F. Last September, the Shadow Legacy season update took place and the map was reworked. The general outline of the map is the same, but if you look at each bombsite, you will notice some changes to the details. Before the rework, there were a lot of angles that allowed the attackers to shoot from the outside, but after the rework, most of those angles are gone and you have to actually enter the building.
 
There is one objective location on 2F, two on 1F, and one on basement, same as pre-rework. However, the 1F Kitchen ~ Trophy Room changed to Kitchen ~ Dining Room after the rework and strategies changed accordingly.
 
▲ Chalet’s objective location. 1F Kitchen ~ Trophy Room changed to Kitchen ~ Dining Room
 
Zero was added during the Shadow Legacy update. He is a 2 speed 2 armor operator with the ARGUS launcher as his unique ability. ARGUS launcher shoots an ARGUS camera that can penetrate reinforced walls or hatches and provides vision on the inside. It’s a very versatile gadget and this ability allows Zero to be an intel-gatherer like Iana or Twitch.
 
Not only that, Zero has great primary weapons and he has access to frag grenade, meaning he can also be an entry fragger. The SC3000K Assault Rifle is only available to Zero, and has a damage of 45, fire rate of 800, but has some horizontal recoil. It’s recommended that you take the compensator and vertical grip attachment to compensate for it.
 
Zero can take the frag grenade, which goes very well with his ARGUS launcher. He can use the ARGUS launcher to check for enemy locations through walls or ceilings, and throw a frag grenade for a kill. He can also use it to clear out defenders’ gadgets all at once.
 
▲ SC3000K is similar to Fuze and Ace’s AK-12 in terms of spec, but has a capacity of 25 and some horizontal recoil.
 
▣If '2F Master Bedroom ~ 2F Office' is the site
 
Bedroom Terrace has been moved indoor after the rework and is now a new area called Solarium. You can no longer hang on to Bedroom Terrace and push to Master Bombsite anymore. Now you have to use the Solarium windows as angles to inside, or go over them and get inside. The Office Balcony on the other side changed ass well and now have to get close to have an angle on the inside of Balcony.
 
There are a lot of windows you can use to get inside near the bombsite areas. For example, Mater Bathroom, Piano Room, and Library Hallway. Try to pressure the defenders by attacking from different angles.
 
Because the ARGUS launcher can penetrate walls, ceilings, and floors, and provide vision on the other side, you can shoot it at the ceiling from Kitchen, which is right below Master Bedroom, and get intel on enemy location. If you have a frag grenade, you can ping the locations, and just cook it a little before throwing it for kills.
▲ What used to be the Bedroom Terrace has changed to Solarium. You can do a rappel play from here.
 
▲ Office Balcony also had some changes that if you want hold an angle, you have to get close to it
 
▲ Master Bathroom window, which comes out if you climb the Front yard ladder. It’s a common hiding place for defenders.
 
▲ There is a window at the Piano Room which is right next to Office Balcony, and it gives an angle on the Office.
 
▲ If you shoot the ARGUS launcher at the ceiling from the Kitchen, and ping enemy location with the camera…
 
▲ Cook the frag grenade until the cursor blinks 6-7 times and throw it at the ping to provide the enemy some delicious explosions.
 
▣If '1F Bar ~ Gaming Room is the site
 
You have to decide whether you are going to push through the bar at the Southwest side, or the Gaming Room. Depending on your choice, which way to start your attack changes. If you want to go to Gaming Room, you should start from Gamin Room window, 1F Mudroom or 2F Library. If you chose the Bar, you usually start from door and window at Fireplace.
 
Pre-rework Chalet had a lot of windows and doors near the Gaming Room, so it was easy to hold an angle on the bombsite from outside the building. However, after the rework, there is only one window and it’s the only angle available. The defenders will usually have a rotation between bar and Gaming Room, so it’s dangerous to directly go over Gaming Room’s window. It would be difficult to enter Bar as well if there are defenders in the Mezzanine area.
 
So consequently, it recommended that you clear out 2F Library first. If you capture 2F and clear out roamers, you can enter Fireplace safely, and open a hatch to the Bar’s side.
 
▲ After the rework, the only angle on the inside of Gaming Room is this window
 
▲ If you try to enter through this window, you might get caught out from this angle from the 2F hatch
 
▲ Therefor it’s important to go up the ladder and clear out 2F Library
 
▲ It’s dangerous to have defenders at 2F when entering through Fireplace, so clear 2F first before going in
 
▲ You can arrive at Bar if you go up the ladder from Snowmobiles and go over this window
 
▲ If you shoot the ARGUS launcher from this wall from the 1F Mudroom…
 
▲ You can get intel on inside the Bar. You can destroy one gadget with a laser as a bonus.
 
▣If '1F Kitchen ~ 1F Dining Room' is the site
 
After the rework, the bombsite at the Trophy Room disappeared and Dining Room was chosen as the new bombsite. Trophy Room now has a staircase, which leads to the new area on 2F, Solarium. For the attackers, they now have the option of going down to Trophy Room from Solarium.
 
There is a new hard wall from Fireplace to Dining Room. It would be nice to have a hard breacher breach it, but if there is a defender roamer at Library Hallway or Mazzanine it would be very dangerous. So if you want to take that wall down, you need to clear out 2F.
 
Because the bombsite is on the 1F, you can do a vertical play from 2F Master bedroom of Office like you did before rework. The location changed a bit, but you can still go for a hatch drop since the hatch from Master Bedroom to Kitchen still exists.
 
▲ Wall from Fireplace to Dining Room. Careful of roamers at 2F
 
▲ Trophy Room is no longer a bombsite, but this window is still a good entry route for the attackers
 
▲ You can go down the stairs at 2F Solarium to the Trophy Room
 
▲ Entering Main Entrance from Front Yard window
 
▲ The Hatch’s location at Master Bedroom changed but it still goes down to the Kitchen and is useful for the attackers
 
▣If 'B Wine Cellar ~ B Snowmobile Garage' is the site
 
Same as before the rework, it’s important to breach the wall at Snowmobile Garage. It’s not an exaggeration to say you have a hard breacher at Chalet just for this area. Of course the defenders will have Bandit or Kaid to defend this area so having Thatcher or Kali would be very helpful.
 
However, the Wine Cellar changed a lot after the rework. Wine Stock, which was a separate area inside Wine Cellar is now combined with Wine Cellar and is now one big room. Also there is a new path that leads straight to Snowmobile Corridor from Wine Cellar. However the reinforced wall location and 1F hatch location didn’t change so you can attack here same way you did before. There are a lot of areas where Zero can utilize his ARGUS launcher, so try to use it where you can.
 
▲ The wall at Snowmobile Garage is still important even after rework.
 
▲ If you shoot the ARGUS launcher at the floor from 1F Fireplace…
 
▲ You get vision behind the reinforced wall and can prevent Bandit trick with a laser.
 
▲ There are walls that are good for hard breachers to breach or to shoot your ARGUS launcher, on the other side, at the Wine Cellar.
 
▲ It’s still a good choice to go down Library Stairs and get behind Snowmobile Garage

Guide on playing 'Zero' in 'Chalet' +24
Guide on playing 'Zero' in 'Chalet'
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Guide on playing 'Melusi' in 'Consulate'

■ Consulate - Melusi guide
 
Consulate is a map with basement, 1F and 2F. Each floor isn’t that wide, but if you combine all three floor, it’s one of the bigger maps. Each floor has stairs, so defenders should utilize roamers to catch the enemy from behind.
 
There are windows around the map so the defenders will try to spawnkill and attackers will go for rappel plays. Attackers should make sure they don’t see any open windows when trying to enter the building and the defenders should make sure they position themselves, so they don’t get shot from outside the window.
 
There is one objective location on each floor and a weird one where there’s a bombsite on basement and 1F. This weird one forces the defenders to defend both 1F and basement so it’s not exactly the defenders’ favorite place to vote for.
 
▲ The one where there are bombsites on both 1F, and basement is the hardest one to defend
 
Melusi is an operator that was added during the Y5S2 Steel Wave. She is a 3 speed 1 armor operator, with the Banshee Sonic Defense, which makes a unique noise to slow down the attackers’ speed in a certain radius. The Banshee Sonic Defense is a bullet proof gadget, and can be destroyed with explosives or mele attack, but you can slower as you get closer to it, so it’s hard to destroy it with a melee attack, forcing the use of explosives.
 
Melusi has the MP5 SMG and the Super 90 Shotgun as her primary weapon. Usually the MP5 SMG is chosen, but she can’t use a magnification scope with her MP5 unlike other operators. She can take the impact grenade if she needs to remodel, or the nitro cell if you want to protect your Banshee Sonic Defense.
 
▲ It’s a shame she can’t use a magnification scope on her MP5 unlike Rook or Doc
 
▣If '2F Consul Office ~ 2F Meeting Room' is the site
Bombsite is on the top floor, meaning attackers will try to come in through the windows all around the building or come up the stairs. The defenders, should know this and divide the team and place people in different routes where you expect the attackers to come.
 
Melusi can act as an anchor where she places here Banshee Sonic Defense and lurk around it, but she’s a 3 speed operator so she can be a roamer as well. In this area she’s better at facing enemies coming up the stairs instead of coming from windows, so she should place her BSD at Exit Stairs, Main Stairs, and Service Stairs. While the attackers are stalled here Melusi can be a roamer and get them from behind.
 
▲ The BSD is usually placed near stairs to slow the attackers down
 
 
▲ The attackers may do a rappel play from the Consul Office window
 
▲ It’s easier to defend if you have only one wall to take cover in the Waiting Room between each bombsites
 
▲ BSD location in Main Stairs
 
▲ Same for Service Stairs. Place it so it’s hard melee attack to stall time.
 
▲ You can defend both Service Stairs and Meeting Room from Administration Office if you open this wall
 
▣If '1F Lobby ~ 1F Press Room' is the site
 
Bombsite is on the 1F, and it’s severely exposed to the outside. The attackers can get a clear view on the entire bombsite just by breaking a barricade or a window. The Lobby is especially great for the attackers, so the defenders usually place themselves in the Public Bathroom or look down from 2F Meeting Room.
 
If you use the BSD, you should use it at the 1F Lobby or Exit Stairs to stall the attackers entering the building. Place it so that you force them to use their explosives instead of melee. It’s better if you have a Jager and his ADS around.
 
▲ It’s important that the BSD is positioned so it activates as soon as someone enters Lobby
 
▲ You can open the floor at 2F Meeting Room to catch attackers coming through Lobby
 
▲ It’s hard to defend in the Lobby, so it’s better to do so at Antechamber or Public Bathroom
 
▲ The hatches at 2F Consul Office and Meeting Room both directly leads to the bombsite so don’t let the attackers open it
 
▲ BSD location to stop attackers coming through Exit Stairs and Emergency Exit
 
▲ BSD location to stop attackers coming through West Corridor window
 
 
▣ If 'B Archives ~ 1F Tellers' is the site
 
As mentioned before, the bombsites are placed one on basement and 1F, so you have to defend both floors. The Bombsite isn’t that far apart since it’s Archives, which is right below Tellers, but you have to divide your team which is the real problem. So if Melusi can use her BSD to stall the attackers pushing in, it would be helpful.
 
Sometimes, the attackers rappels and comes through the 2F Administration Office to open the hatch and come to 1F Tellers. If this is the case, it’s going to hard to defend Tellers. You can counter this by opening the Administration Office’s hatch, and catch the attackers pushing in through Visa Office, so having more than one person on the 2F is recommended.
 
▲ BSD to stall attackers coming through Visa Entrance
 
▲ You can look down at Visa Entrance by opening the hatch at Administration office
 
▲ If you shoot the desk next to the hatch, you get an angle on Visa Office window
 
▲ If opened from the Lobby, this hatch leads to Archives Corridor so be careful of this route
 
▲ Defense setup for basement Archives. You can use Black Mirror here.
 
▲ BSD to slow attackers coming from Cafeteria
 
▲ BSD to slow down attackers pushing from Locker hallway to Archives
 
▣If 'B Cafeteria ~ B Garage' is the site
 
There are three walls to the outside of the Garage, so it’s important that these walls don’t get breached easily. Bandit or Kaid is often used here for a Bandit trick. However, if the attackers hold an angle from Exit Stairs or do a vertical play from 1F Press Room, it’s hard to defend this area forever, so setup the bombsite with this in mind.
 
Like 1F Press Room, Melusi can anchor here with her BSD. Attackers not being able to frelly come in here means longer the walls at Garage stays. Using the BSD and Cafeteria or the Main Stairs to stall the attackers coming from the other side is also viable.
 
▲ Place BSD at Emergency Exit and stall the attackers
 
▲ Attackers may do a vertical play from Press Room, so be careful
 
▲ It’s useful to have a rotation from cafeteria to Garage
 
▲ It’s important to be cautious of attackers coming from the other side while defending Garage

Guide on playing 'Melusi' in 'Consulate' +24
Guide on playing 'Melusi' in 'Consulate'
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Guide to playing 'Ace' in 'Villa'

■ Villa - Ace guide
 
Villa is a slightly big map with basement, 1F and 2F. Each floor is quiet wide and the inside is pretty complicated, making it hard to even get in if the defenders use their roamers well. However, there are a lot of windows around the building, so it would be best to use these angles to clear the bombsite or other rooms and then get in.
 
Villa has two objective locations on each 1F and 2F. The basement doesn’t have any, so unless the 1F Dining Room ~ to Kitchen has been chosen, you rarely go to the basement. Meaning most of your fights are going to be at 1F and 2F.
 
▲ Villa’s objective location, there is a basement but it doesn’t have a bombsite. Instead, there are two on 1F and 2F.
 
Ace is a hard breacher with his SELMA Aqua Breacher, and is the newest hard breacher operator. He’s also a one of the two operator that can do a ranged hard breaching, the other being Hibana, allowing him to make a new angle from a relatively safe place.
 
Ace has the AK-12 Assault Rifle, one of the best gun available to attackers, as his primary weapon. AK-12, which was only available to Fuze, now being offered to a 2 speed 2 armor operator Ace has a huge merit. With the AK-12’s great kill potential, you can even act as an entry fragger. You can use the breach charge or smoke grenade too, so he’s a very versatile operator.
▲ Unlike Fuze, Ace doesn’t use a Russian style scope and can only use up to Scope 2.0x.
 
▣If '2F Aviator Room ~ 2F Games Room' is the site
 
For this area, it’s important to capture Study, the room adjacent to Aviator Room and Games Room. It’s because if Ace makes an angle to each bombsite from study, there is a very limited number of places the defenders can hide. Start by going up to the Veranda at the 2F, and hold an angle through the windows and doors there. While this happens, it would be better if part of the team could go to the opposite side and pressure the bombsite from both sides.
 
Ace doesn’t have to get inside the Study, since he can just throw his S.E.L.M.A Breaher through the Veranda door or window to breach. However, this isn’t exactly a perfect plan because the defenders can have Bandit or Kaid on their team and try a Bandit trick on the walls. In this case, it would be good to have Thatcher on the team.
 
▲ Usually you hold an angle from the 2F Veranda towards the Study
 
▲ When holding an angle from the Terrace window, the defenders might be hiding here so check this area
 
▲ However, when holding an angle from Terrace window, you can get ambushed from this window so be careful
 
▲ Ace can throw the S.E.L.M.A Breacher to breach, so he doesn’t have to be inside Study
 
▲ Hunting Vault side’s wall opened from Classical Hall window. You don’t have to be inside the room.
 
▣If '2F Trophy Room ~ 2F Statuary Room' is the site
 
Again, it’s easy for the attackers to start climb up the Bedroom Roof, and hold an angle on the Master Bedroom, which is right next to the bombsite. Master Bedroom has three windows, and Master bathroom has a window, so it wouldn’t be hard to clear this area if you the team hold multiple angles here at the same time. After that, open the wall to the Statuary Room from the Master Bedroom with Ace.
 
There are a lot of windows in other areas too, so you can start from different places. Trophy Entrance or Astronomy Room has multiple angles on the inside, so choose which way to push depending on your teammates position.
 
▲ Angle to Master Bedroom from Bedroof Roof. You can safely make a hole from far away
 
▲ Likewise, Master Bathroom angle made from Bedroom Roof
 
▲ You can get an angle on Trophy Room by throwing the S.E.L.M.A Breacher from the Astronomy Room window, but it’s quiet dangerous
 
▲ When the team is pushing from the Master Bedroom’s side, you can get in through the Trophy Entrance window to get behind the defenders
 
▣If '1F Living Room ~ 1F Library' is the site
 
It’s a very wide area if you combine both Living Room and Library, so there are different routes the attackers can use. From the outside, you can use the window to Toilet or Mudroom and push to Main Entrance, or do a vertical from 2F. Just be careful of getting caught by roamers.
 
You can use the S.E.L.M.A Breacher open a wall to the bombsite from near the Main Hallway. There are a lot of walls here to unless the enemy chose at least two from Bandit Kaid or Mute, and have a shock wire around every wall, it’s likely to find a wall that Ace can breach alone. However, you are breaching in the hallway, an open area, so have your team cover each other to prevent getting ambushed by defenders.
▲ You can try to push in through the front door, but you’re Ace and you don’t have to do that
 
▲ It’s not a bad idea to breach from the Main Hallway, but you can get ambushed from both sides of the hallway
 
▲ You can open the wall at the Main Hallway from the 1F Terrace window
 
▲ Likewise, you can get an angle on Library, from the Roundabout window if you open the wall at Toilet
 
▲ However, this could be dangerous if there is someone watching from the hatch above
 
▲ Attacking from the Stable yard and going over Mudroom window and pushing to Living Room is a decent choice
 
▣If '1F Dining Room ~ 1F Kitchen' is the site
The bombsite itself is on the 1F, so you can do a vertical on it, but it’s much smaller than the other area. There’s only one window directly connected to the bombsite, but there is a staircase at the basement to the Pantry, which is adjacent to the Kitchen. So you can start from the basement.
 
There is a good wall to breach from the Pantry Stairs window to the Kitchen, so if Ace can throw his S.E.L.M.A Breacher here, you can make a good angle on the kitchen. After breaching it, hold the angle to cover your team when they are coming up the stairs.
 
▲ There is a good angle if you open this wall after pushing through Laundry,
 
▲ There is a hatch on the 2F making risky
 
▲ If you shoot the cupboard from the Pantry window, you get a small angle on Kitchen,
 
▲ but it’s better to throw S.E.L.M.A from the 1F Balcony window towards this wall to make an angle on Kitchen
 
▲ If you go over Bicycle Storage window, you get an angle on Dining Room’s side
 
▲ Doing a vertical play by opening floor from 2F Master Bedroom
 

Guide to playing 'Ace' in 'Villa' +22
Guide to playing 'Ace' in 'Villa'
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Can someone tell me some tips and tricks in Rainbow six siege? I’m am decently new to the game.

Can someone tell me some tips and tricks in Rainbow six siege? I’m am decently new to the game.
Can someone tell me some tips and tricks in Rainbow six siege? I’m am decently new to the game.
TheBurningShrimp
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LV.12 PlayStation 1mo

Casual on pc ONLY

R6 casual only, must be/have discord, no toxicity and be decent.

Casual on pc ONLY
r6god325065
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LV.2 Lurker 1mo

Guide to Playing Oryx on Chalet

Prior to its rework, Chalet was uncomfortable to play on – for defenders and attackers alike. There were relatively few positions to hold angles from, without feeling like you were overly exposed or risking getting caught out by someone on flank watch. Kitchen/Trophy and Garage/Wine tended to be the favored sites. Since the rework, it appears that the strongest site is now Master Bedroom and Office. In my personal opinion, Bar and Gaming make for a better second but many teams prefer Garage since it's more familiar. I also believe that Kitchen/Trophy (now Kitchen/Dining) takes the cake for worst site of the map – though this may prove false in time. Roaming, while strong before, is significantly stronger now, leaving effective roam-clear and flank-watch even more essential than before.
 
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. 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 can be nice as well, 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 – Master Bedroom [2F] and Office [2F]
The main approach to this site comes through Fireplace Hall. Teams pushing here will mostly clear Library and establish flank watch so they can breach Office and plant in the pocket by Wine Rack. In addition, they may send someone onto East Balcony to pressure Office further and West Balcony to pressure Piano. Holding Piano and Bathroom with a rotate or two in Closet creates more opportunities to control site perimeter. If attackers don't take control of East Balcony, use the window to your advantage as an angle or rotate against attackers in Fireplace. Garden is not a common option for main pushes, but it is a prime candidate for flanking attackers, so keep an eye on it. Lastly, attackers can rappel Master window, but there are so many run-out opportunities that it is a bit of a death wish.
 
I believe this to be the better of two rotate options available when reconstructing this site. This one allows defenders anchoring Office Half Wall to cover Garden door. But many teams seem to prefer their rotate be created on ping. That alternative provides a little bit of added cover when rotating between sites.
 
This is another rotate option in the Closet which gives alternative angles to contest Office Balcony, effectively rendering it very difficult for attackers to properly utilize. Having it on the right gives more control over Piano window instead.
 
Slap one of these two proximity alarms up (below the window or in the bushes on the left) and site is good to go. Now move along to your roam!
 
These holes in Dining provide good control over Balcony door, while protecting anchors from attackers wishing to play vertically. In general you are well positioned to rotate to wherever needed.
 
For example, you can drop through Dining hatch and step out to lay down rounds at attackers rappelling on Big Window. Retreat back up your hatch, or use the Basement as a highway, dashing to your next location.
 
When flanking attackers going for a breach on Office wall, you can sneak up Fireplace Stairs, or make your way into Bar and hop up the hatch to flank attackers from Library.
 
 
BOMB SITE 2 – Bar [2F] and Gaming Room [2F]
Bar and Gaming was previously the least popular site in many ELOs – so most teams feel uncomfortable defending it. Now, however, it offers a pretty reliable defense. Since Gaming is difficult to penetrate, attackers are mostly forced to focus their assault on Library and Bar. This makes a push from Garden and Office the best bet for attacking teams. This approach is vulnerable to flank paths from Garden and features many destructible floors for roamers playing with C4s in Dining and Kitchen below. Site entrances can be defended by two anchors and one lurking Library Stairs to control perimeter. This player can also support whoever holds above in Library. The last can play C4s below the attackers' approach and possibly flank.
 
In case you've seen my other guides, after careful consideration I've decided this setup is actually preferred (I now skip a reinforcement where the picture hangs on the wall). Make sure Stock single is reinforced as is the single wall in Bar on ping. Gaming hatch is best played opened to hold from above in Library.
 
These are the most vital reinforcements upstairs, including Bar hatch, which leaves you with 2 spares to reinforce Fireplace wall below.
 
The final two reinforcements go here in Fireplace. This allows you to play around this hatch while influencing the catwalk above on ping. If needed, simply drop the hatch and use your dash and leap to achieve a flank through Dining.
 
You can access Master hatch for the Big Flank by leaping up through Dining hatch. Alternatively, you could also position in Master or Kitchen initially to delay the push.
 
When holding Kitchen or Dining as a primary roam, consider these alarms to alert you to lone attackers flanking with the intent of pushing Bar through Dining.
 
 
BOMB SITE 3 – Kitchen [1F] and Dining Room [1F]
This was previously the community favorite in most ELOs. Now though, it is quite difficult to hold onto Trophy since the staircase provides attackers with an easy pinch. This creates a common pressure point to be wary of. There are also a surplus of Soft Walls surrounding Site demanding reinforcements, and not a ton of cover in the site itself. The Kitchen Hallway is going to be a powerful position to hold onto, but can potentially be exposed to many angles and requires finesse to work properly. The main breach seems to come through Fireplace with a Dining Wall breach. And attackers will split pressure either above, or on West main, or Trophy. But the meta is still early and developing.
 
While barricades can potentially be a hindrance, there are plenty of other options for roamers seeking to return to site. These alarms (one in the cabinet, one on my crosshair) can also serve as an early alarm to attackers taking control of West Main. I personally would ask for a Castle to barricade off each of these doorways on the left.
 
Given the above setup (especially with a Castle) I believe this to be an excellent use of reinforcements for making this site Playable at Best. While you can't bring a shield with Oryx, I figured it's worth mentioning that placing a shield on ping keeps defenders protected while rotating through here.
**If you prefer a different setup to this site, record a video of your reinforcements and rotates, including any shields or barricades, in the comments below!**
 
This wall tends to be the focal point for breachers so they can plant behind Dining table. If they ignore this wall, the hatch offers a nice return to site for you.
 
Alternatively you can return through Trophy hatch. It depends on where attackers are positioned during your journey back home. These lines of sight are easily created with the Bailiff and the reinforced panel provides cover for defenders to use while contesting attackers aiming to hop in Trophy window.
 
This panel and rotate provide excellent cover for anchors playing in Kitchen or near Half Wall. Even if the hatch is opened, they can still play Half Wall using the reinforcement for protection.
 
Playing in Bar or Library leaves you well-positioned to delay attackers attempting to pull off the main breach.
 
Alternatively, you could play upstairs in Master Bedroom & Bathroom working to protect the hatch.
 
 
BOMB SITE 4 – Snowmobile Garage [1F] and Wine Cellar [1F]
This site can be easily attacked if they bring multiple hard breachers and just blow all the walls open. If this is allowed, there are very few places left to sit in site safely. The site is best held from Connector (between sites) and 90 Hall (Blue Hallway) with another anchor in either Garage or Wine. Roamers should work on delaying control over Fireplace or delaying the breaches.
 
Let me just say, the most important thing you can do to set up this site is smash these barrels to create these extra wonky angles for anchors to tuck into. JK... But it is a quick and easy way to do so!
 
Aim at the corner to make this rotate here, giving anchors protection from Blue while rotating to swing on Garage Door. This also allows defenders to hold Blue stairs through a pixel angle from the Toolchest.
 
Slapping an alarm here gives an early heads up to attackers trying to crouch walk their way down Blue or otherwise sit on the pixel angle waiting for a pick.
 
You can also stick around to help defend Blue yourself and wait to set up the crossfire. Doing this from Bar gives you a nice hatch to hop through placing you in Library.
 
Once in Library you can go for this unorthodox run out. It will leave you detected moments before you peek,but it is less expected.
 

 
Opening the floor hatch in Trophy, alongside popping the one in Kitchen allows you to create pressure especially if you go for an early peek on this side of the map. It forces attackers to deal with a lot of vertical space to effectively lock you out from flanking them and can waste a ton of time. Reposition, and keep an ear out for call-outs of attackers pushing Trench or otherwise breaching Dining hatch for you to respond.

Guide to Playing Oryx on Chalet +31
Guide to Playing Oryx on Chalet
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Guide to playing 'Jackal' in 'Border'


■ Border - Jackal guide
 
Border is a small map with 1F and 2F. The building itself is pretty small, so the game often uses the entire map. The attackers have a lot of windows they can use, but the defenders can also use them for a runout play so be cautious.
 
It could be due to the size of the building, but the objective locations are pretty odd. There’s one on 2F, and three on 1F. As a result, most of 1F bombsites are vulnerable to vertical plays from 2F. Not only that, the bombsites other than Ventilation Room~ Workshop has a wall connected to outside, making hard breachers extremely useful.
 
▲ Border is a very narrow building and has three objective locations on the 1F for some reason.
 
Jackal has the Eyenox Traker as his unique ability, and is known as the best anti-roamer in Rainbow six siege. The Eyenox Tracker allows you to see the footprints of the defeders and you can know not only if they have been here. You can know when they have been in the area, who it was, and where they are currently. This counter roaming was too powerful that he was banned for a very long time in ranked.
 
Jackal is also known to have a strong loadout. He can use the C7E, a top tier assault rifle available to attackers, and he has the ITA12S shotgun as a secondary weapon, allowing him to do soft breaches. He can even take the smoke grenade and claymore mine, allowing him to be useful in multiple situations.
 
▲ C7E can use Scope2.0x after the Shadow Legacy sights rework
 
▣If '1F Customs Inspections ~ 1F Supply Room' is the site
Usually you start in this area by having a hard breacher spawn at Alley, go down Parking Lot Alley, and breach the wall to Detention. If you take down this wall, you can head to Customs Inspection or Supply Room from Detention. Therefor defenders will try to stop you, by having Bandit or Kaid and try a Bandit trick, or do a runout from Exit hallway or Ventilation Room.
 
It’s also possible to detour through 1F Passport Check or go to 2F Security Room and open the hatch to 1F. Jackal can use either routes, but to maximize his ability, he should try to start from far and slowly come inside.
 
▲ It’s important that the hard breacher takes down this wall to Detention
 
▲ However, the defenders can do a runout to catch the hard breacher so cover this angle
 
▲ There’s a window to Supply Room near Exit Hallway, and it’s not a bad angle to hold
 
▲ Wall taken down at Passport Check. You can flank from Detention and here at the same time.
 
▲ can look down at Customs Inspections if you open the hatch at Security Room
 
▲ You can do a vertical play from 2F Break Room, or scan footprints
 
▣ If '1F Ventilation Room ~ 1F Workshop' is the site
 
As explained before, there isn’t a wall like the one at Detention, but you can have an angle at everywhere in the Ventilation Room from windows and doors. This makes it hard to defend inside the room, so usually defenders make a rotation to Server Room, and defend Ventilation Room from there. To capture Ventilation Room, you need clear Server Room.
 
Again, you can surround the bombsite by coming in from the opposite side’s window or door or do a vertical play from the 2F. Armory Desk and Archives each has a hatch to Server Room and Workshop so together with a hard breacher, you can pressure the defenders. Jackal’s Eyenox Tracker should be used so that you can detect hiding defenders and make sure your teammates don’t get ambushed.
 
▲ It’s hard to hide inside the Ventilation Room
 
 
▲ You can cover Ventilation Room from Exit Hallway, but you are exposed to Server Room’s door
 
▲ If you shoot the Armory Locker’s floor, you can make an angle on Ventilation Room and Server Room
 
▲ You can make an angle on Workshop if you open the hatch at Archives
 
▲Wall taken down from Tellers or Bathroom. You can try to flank from here.
 
▣ If '1F Bathroom ~ 1F Tellers' is the site
 
There’s a wall that is connected to Teller’s at the outside of the building, so you should start by breaching here. There is a window right next to this wall so even if the defenders placed a shock wire or electroclaw, or did a Bandit trick, this window allows you to get rid of them. It’s inevitable that this wall gets taken down in the beginning of the round.
 
However, going straight to Tellers after breaching would end up with you getting shot from the defenders hiding in different places. Defenders often wait from 2F after opening the floor, or open the hatch at Office and look down at Tellers. Therefor you must use your drones to find out which angle the defenders are at, clear it, and then head to Tellers.
 
▲ The Tellers window, allowing you to get rid of gadgets
 
▲ You can easily breach Tellers wall, and get an angle on inside
 
▲ However, you will end up dead if you rush in after breaching
 
 
▲ You can snipe part of the Tellers from window at south Balcony
 
▲ It’s a good move to get an angle on Toilet by going through Waiting Room
 
▣If '2F Armory Lockers ~ 2F Archives' is the site
 
The only bombsite on 2F, meaning there is no threat of vertical play, which is why the defenders often vote here. However, there are balconies that the attackers can climb up to all around the building. Attackers often start their attack by rappelling up to the balconies.
 
There is a wall at West Balcony leading to Lockers, and a hard breacher should breach it. However, if you get ambushed from defenders hiding at Security Room, it’s very critical so Jackal and other supports should try to clear Security Room and Break Room first.
 
You can also go to Archives from North Balcony or Main Hallway from South Balcony, so time your attack with your team and attack from multiple directions at the same time.
 
▲ You can make an angle on Armory Locker from West Balcony by opening this wall,
 
▲ But the breacher is exposed if there is a defender at Security Room
 
▲ Therefor, have Jackal or other operators clear Security Room first
 
▲ You can get an angle on Main Hallway from Security Room by a punch hole.
 
▲ It’s a good choice to head to the bombsite through the Break Room door from South Balcony
 
▲ East Stairs route, you can turn left to go to Main Hallway
 
▲ Angle on Archives from North Balcony
 
▲ You can hold the Archives window angle by going up Vehicle Customs

Guide to playing 'Jackal' in 'Border' +25
Guide to playing 'Jackal' in 'Border'
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Guide to defending throne/armory on theme Park

This guide won't be the world's greatest guide but it is something that I have found works at plat 3/2 so I'm using it as a guide.
First the operators you wanna bring are kaid, bandit, mute, valk and jager. Valk can be swapped for another operator but the other 4 are important to this strat. Ensure mute brings the shotgun as well, this'll really help.
There are 6 main reinforcements to this site, these are barrels wall, maintenance wall and bottom yellow wall. Each wall uses 2 reinforcements and then there's the hatch so that's 7 reinforcements used, the other 3 aren't too important so dont worry too much about them.
Operator roles:
Bandit-You'll want the bandit to electrify both the maintenance walls and the barrels walls and either him or jager will get the hatch. Once he's done with his utility down then you'll want bandit to roam around bunk or daycare and hold above barrels as this is a place the attackers may try to take. Bandits main role in this strat is to get his charges down and to waste the attackers' time on the roam, he is allowed to die on the roam but if you can rotate the bandit downstairs closer to site nearer the end of the round or if he can do it to avoid death then do so.
Jager-He has a similar role to bandit in a way as his main goal is to get his ADS' down the roam above except this time around initiation/control as some attackers may come for top dragon so the jager may be able to catch a couple of kills but he is also there to support bandit if needed and vice versa. You'll want jager to place an ads at both barrel and maintenance breach to prevent frags from coming over. The other ads can either be used to double up on a certain wall or to assist bandit or jager on the roam. Just like bandit, jager needs to waste time and is okay to die but if possible rotate him back downstairs but not on site just somewhere close by where he can catch someone off guard.
Valk-We will use valk to get the team some information but to also help hold site. We'll put a cam in barrels, a cam in dragon but a hidden one as default will always be destroyed and the third can either be used in maintenance or can be used to help out the roamers by watching their backs. Valk will play on furnace, which is in armory, as we will not have anyone else playing in there, so she is used to lock down that site and watch the cams.
Kaid-So kaid has a pretty simple role, if the bandit charges get destroyed then he will put his claw on the wall and try 'kaid trick'. For this he will need to play in throne at the back so he is close to both walls. The main goal of kaid is to try prevent the breach and to lock down throne. He can also throw his c4 over either breach, but I'll explain that in mutes role. Also, kaid will watch barrels/split when the push comes and if the push is maintenance then he can peak to help mute.
Mute-So mute role is to put 3 jammers in certain spots, the 4th one will be used to try mute trick if needed. You'll want a jammer on split door, the drone hole behind the throne and the 3rd will go on the yellow breach. The reason mute needs the shotgun is so he can make holes above both barrels and maintenance breach for the c4s to go through. If kaid runs out of claws then mute can try use his 4th jammer to further prevent breach and he will be playing in roughly the same place as kaid but he will watch dragon/maintenance side instead of split/barrels when the push comes. If the push is barrels/split then he will hide behind the throne and if confident with smg-11 at range will peak to help kaid. If not confident then can wait for them to push in and peak with the shotgun at close range.

Hopefully this helps someone to defend this site and if you have any questions just ask and I'll answer!

Guide to defending throne/armory on theme Park
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Important Pinging

Can we get into the habit of using the yellow ping instead of a red ping (Spotting the enemy)? If you use the red ping the enemy now knows that you know where they are. But let’s say we use the yellow ping they wouldn’t know that you know where they are. Although we will have to eliminate those people that go afk in a important drone or cam. Yeah you reading this I know it’s you. But this recent feature that allows us to ping on cams without the enemy knowing isn’t being used to it’s full content. I could have won so many ranked games if this would be used. And quit ignoring the yellow pings they are there to Mark and important area or an enemy that’s there. USE YOUR UTILITY! Seriously.

Important Pinging
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Guide on playing 'Blackbeard' in 'Themepark'

■ Theme Park - Blackbeard Guide
 
Theme Park is a 2 story building map. There windows all around the building, so the attackers can consider starting their attack from these windows. However, the windows are also useful to the defenders because they can try spawnkilling or do a run out play. The inside of the building is very complex and you can easily be ambushed by the defenders’ roamers, so be careful.
 
There are two objective locations on each floor. The Armory ~ Throne Room has limited number of entrances and it’s hard to do a vertical play, so unless you bring a hard breacher to make a new angle, it’s very hard to win here. This is why the defenders often vote for this area even though it is on the 1F.
 
▲ The 1F Armory ~ Throne Room is infamous for being favored towards the defenders
 
Blackbeard can attach a rifle shield on the front part of his primary weapon, and his ability is made for quarrels, making it powerful in 1v1 situations. The rifle shield has 50 HP, so it can block one or two shots from the defenders. This means you can block up to two headshots, which is huge. This ability makes Blackbeard extremely strong in situations where he can fight while covering his body.
 
As a consequence, Blackbeard’s primary weapon isn’t exactly the best weapon. The MK17 CQB assault rifle has a high damage of 49, but has a low fire rate of 585, and its’ capacity is only 20. Not only that, after the Shadow Legacy season’s scope rework, it can’t use the ACOG scope anymore and can only use the Scope 1.5x, making people choose the SR-25 DMR more often.
 
▲ MK17 CQB can only use the Scope 1.5x or use one without magnification after Shadow Legacy
 
▲ SR-25 on the other hand can use Scope 3.0x because it’s a DMR
 
▣ If '2F Initiation Room ~ 2F Office' is the site
 
This area had the bombsite in the middle of the 2F, so the basic plan for the attackers would be to attack from both sides and surround the bombsite. For example, part of the team can come through Café or Arcade Stairs from Café Terrace, while others rappel up to castle Entrance and head to Cash Stash or Dragon Stairs.
 
There are a lot of good angles from the windows, so doing a rappel play around these windows isn’t a bad idea. Blackbeard can hold an angle on the inside of the bombsite while only exposing his head. Just doing this distracts the defenders and allows your team to move around more freely.
 
▲ You can have an angle on the inside of Infiltration Room bombsite from the Control Room window
 
▲ There’s a hatch to the Control Room from the rooftop
 
▲ Window from Castle Entrance to Dragon Stairs. Defenders often hide here.
 
▲ Castle Entrance leads to Cash Stash
 
▲ The Office Showers window gives an angle on Office
 
▲ If a hard breacher takes down this wall at Yellow corridor, you can get an angle on Office
 
▣ If '2F Bunk ~ 2F Day Care' is the site
 
It’s focused more on the west side of 2F. You can start the attack by going to Café or Upper Arcade from the Terrace. Of course, the defenders might be aware of this and could be waiting for you so always be careful. It would be best if you split the team to stall with the defenders at Café or Upper Arcade while the rest flanks the enemy from a different angle.
 
It’s also possible to rappel down the south side of the building, and attack from the Break Room window. Depending on the defenders’ setup, you can hold an angle upto Bunk, making it rather powerful. However, there are times when the defenders do a runout from the 1F window to catch people doing this so listen to the sound of the barricade being destroyed.
 
▲ When the going through the Café door, you might see a defender peaking, and waiting for you
 
▲ When entering from Upper Arcade window, careful of this angle
 
▲ If you cleared Café corridor and Upper Arcade, a hard breacher can take down this wall for a new angle
 
▲ You can rappel up the south wall and have an angle on the Bunk side from the Break Room Window
 
▲ If you shoot this wall down, you get an angle on Yellow Corridor
 
▲ If you do a rappel play here, the defenders might do a runout play from the 1F window.
 
▣If '1F Armory ~ 1F Throne Room' is the site
 
The bombsite is right in the middle of 1F, and there aren’t any windows or hatches from 2F, meaning you have to go inside through entrances. Not only that, the bombsites are stuck together, so there are only two entrances for the bombsites. Therefor it’s necessary for the attackers to have a hard breacher make a new angle for them.
 
There isn’t an angle to attack from the outside, and Blackbeard doesn’t have any breaching ability, so it’s not Blackbeard’s favorite area. If you want to help out, you can cover your hard breacher working on a wall. However, there is a penalty for equipping the rifle shield which is making zooming in slower. This can be dangerous when suddenly faced with a roamer. In such cases where immediate reaction is needed, it might be better to use your secondary weapon D-50 Pistol.
 
▲ Dragon Stairs, the one of two entrances to the bombsite. If you try going in without intel on defenders’ location, it’s easy to get wiped out
 
▲ Blue room which is connected to both bombsites. There’s a hatch to it on 2F, but it’s hard to use.
 
▲ Wall breached after entering through Barrel Room. It’s usually this wall or
 
▲ this wall, after coming in through Maintenance window
 
▲ You can come in from 1F Tellers and shoot at this wall for a long angle on Red Corridor
 
▲ You can do a vertical play on Armory from 2F Office, but the floor on Infiltration Room is indestructible so you can’t do a vertical play on Throne Room
 
▣ If '1F Lab ~ 1F Storage' is the site
 
Compared to the Amory ~ Throne Room, this area has a smaller surface area and there are windows leading to the bombsite, allowing attackers to freely attack Storage from the outside. Not only that, you can do a vertical play from 2F Café or Upper Arcade, meaning there are multiple options for the attackers. As a result, sometimes the defenders minimize anchors and the rest all act as roamers.
 
Blackbeard can use the breach charge on the floor to do a vertical play, so he can be used in multiple situations. However, as mentioned before, he has a hard time reacting immediately when he faces a roamer, so it might be better to cover your team from the windows. However, just rappelling from windows is useless so actually go in with your team when needed.
 
▲ Window giving angle on Storage from outside
 
▲ The window on the North side leads to Arcade Toilet
 
▲ If you use your breach charge on the floor of 2F Upper Arcade, you can make an angle on Lab
 
▲ You can do a vertical play on Storage from Café
 
▲ If you come in through Barrel Room and take down this wall, you get an angle on Lab, but it’s often reinforced.

Guide on playing 'Blackbeard' in 'Themepark' +25
Guide on playing 'Blackbeard' in 'Themepark'
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Im Starting New Series on My Channel!

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Guide on playing 'Thatcher' in 'Outback'

■ Outback - Thatcher guide
 
Outback is a medium sized map with 1F and 2F. The map is shaped like a flipped L if you look from above, and there are a lot of rooms inside, making it confusing. This means that the defenders can have a good time using roamers, while attackers would have to use their drones thoroughly before going in.
 
However, the 2F does have a lot of areas for the attackers to climb such as, Motel Balcony, Terrace, Convenience Store Roof, and there are a lot of windows which they can use to enter the building. For the best results, it’s recommended that you go inside while having other members hold an angle on the inside.
 
▲ Outback’s objective location. Two on 1F, and two on 2F.
 
Thatcher has the EMP Grenade which can disable the defense team’s electronic gadgets. It’s a unique ability, and he is used mostly with hard breachers to breach key walls. EMP grenade can also be used to get rid of Maestro’s Evil Eye, Echo’s Yokai drones, and other gadgets that are hard to get rid of, making Thatcher very useful in multiple situations.
 
Thatcher usually takes either the AR33 or L85A2 as his primary weapon. There isn’t an answer to which one is better so take whatever you prefer. Ar33 has a higher fire rate but has a low capacity of 25, while L85A2 has small recoil and a capacity of 30, but can not use the angled grip, making aiming slow.
 
▲ Due to the Shadow Legacy season’s scope rework, AR33 can now use Scope 2.5x
 
▲ L85A2 can use 2.0x
 
▣ If '2F Laundry ~ 2F Games Room' is the site
 
There is a Motel Balcony on the outside of the 2F, which the attackers can climb up to. This is a good place to start your attack. It has a window to Dorms, Showers, and Mechanical Bull, so you can attack the inside from here or even enter the building depending on the situation. If different people take different angles and attack at the same time, it will be more effective.
 
Due to the map’s design, there isn’t a key wall that you must take down, but if you wanted to, you can make a rotation from the Mechanical Bull or Piano Room to the bombsite and make a new angle. If you don’t have a hard breacher on the team and you have some extra EMP grenade, you can throw one at the bombsite’s entrance before heading in.
 
▲ Dorms window, seen from Motel Balcony. You can snipe Showers.
 
▲ If you shoot this wall from Showers’ window, you have an angle on Back Stairs
 
▲ peaking from Motel Balcony, careful of getting shot from Mechanical Bull side’s window
 
▲ If you went inside from the mechanical Bull window, you can take down this wall from Games Room to make a new angle
 
▲ Take down this wall for an angle at Laundry if you entered through Piano Room
 
▲ Take down this wall for an angle at Games Room
 
▣ If '2F Party Room ~ 2F Office' is the site
 
There a lot of windows here, meaning you can have a lot of options. You can go up to Convenience Store Roof and enter through Garage Lounge and Electrical Room, or enter Mezzanine from Terrace. There are multiple routes to go inside, but it’s getting near the bombsite that’s hard.
 
There aren’t any walls that requires a hard breacher. If you really wanted to though, you can take down the wall from mechanical Room to Party Room, but getting there is hard so it’s not recommended. If you want to use your EMP grenade, use it on areas where you expect defensive gadgets to be placed.
 
▲ If you spawned from Gas Pumps, go up here,
 
▲ to arrive at the Garage window
 
▲ There’s also a window to Garage at the Convenience Store Roof
 
▲ On the right side of the window, there’s an object you can take cover, allowing safe entrance. If you entered, you can have an angle on the Office
 
▲ Window to Electrical Room behind Party Room. There can be defenders hiding here.
 
▲ Opposite side Terrace Window, you can enter Mezzanine from here
 
▲ If you entered safely, head forward and start pressuring the bombsite
 
▣ If '1F Nature Room ~ 1F Bushranger Room' is the site
 
The most effective tactic here might be to go to Back Entrance at the west side, and breach the wall to Bushranger Room. If the attackers spawn at the Camping area and just barge in here, it’s almost like rushing to the bombsite. The defenders will know this and reinforce it with Bandit’s Shock Wire or Kaid’s Electroclaw. Meaning Thatcher should use his EMP Grenade to deactivate the gadgets and let the hard breacher make a new angle.
 
However, it’s possible that the defenders made a murder hole on the ground from 2F Back Stairs. Worst case scenario, your hard breacher dies while entering Back Entrance. So always remember, drones before entering rooms.
 
The bombsite is on the 1F so you can try a vertical play from the 2F or do a hatch drop. Thatcher can use breach charge on the floor at the Motel Hallway or Piano Room and do a vertical play.
 
▲ Taking down the wall from back Entrance to Bushranger Room is a well working tactic
 
▲ As a result, defenders might wait for the attackers to come in from 2F Back Stairs
 
▲ There’s a hatch at the 2F Laundry to Bathroom, which is between both bombsites
 
▲ If you entered through Restaurant, you can take down this wall at Nature Room for an angle.
 
▲ You can do a vertical play on Piano Room if you break the floor from Piano Room
 
▣ If '1F Compressor Room ~ 1F Gear Store' is the site
 
This area has a lot of places for the hard breachers to breach due to its shape. However, getting there to breach will be difficult. The bombsite is right in the middle of the building, so always be careful of defenders’ roamers. It might be better to not breach if you think it’s too dangerous.
 
The bombsite is on the 1F, meaning that you can do a vertical play from the Office or Office Supplies. However, there is a hatch to the bombsite, so choose wisely depending on the situation.
 
▲ Heading to Restaurant after spawning at Storage Yard and going to Loading Bay window
 
▲ You can go straight to Gear Store from Restaurant or go around to Kitchen
 
▲ can breach the wall to Gear Store from Restaurant, but you have to get close which is a risk
 
▲ If you spawned at Gas Pumps, careful of this window. Defenders often tries to spawnkill.
 
▲ Heading inside after taking down Garage’s wall is also a good idea.
 
▲ Window to convenience Store. You can push in from Convenience Store to Gear Store from here.
 
▲ You can make an angle on the bombsite by breaking the floor from Office of Office Supplies

Guide on playing 'Thatcher' in 'Outback' +27
Guide on playing 'Thatcher' in 'Outback'
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Guide to Playing Warden on Chalet

Prior to its rework, Chalet was uncomfortable to play on – for defenders and attackers alike. There were relatively few positions to hold angles from, without feeling like you were overly exposed or risking getting caught out by someone on flank watch. Kitchen/Trophy and Garage/Wine tended to be the favored sites. Since the rework, it appears that the strongest site is now Master Bedroom and Office. In my personal opinion, Bar and Gaming make for a better second but many teams prefer Garage since it's more familiar. I also believe that Kitchen/Trophy (now Kitchen/Dining) takes the cake for worst site of the map – though this may prove false in time. Roaming, while strong before, is significantly stronger now, leaving effective roam-clear and flank-watch even more essential than before.
 
With the release of Warden, Operation Phantom Sight heralded in the ultimate answer to an attacker composition loaded with stuns and smokes. This makes Warden a rather situational defender, excelling against particular attacking rosters designed to pull off a “smoke execute” with the intent of planting the defuser. He is rounded out a bit though as a two-speed, two-armor operator who brings mediocre fire power with some of the best secondary utility in the game. As an added bonus he is perhaps the most suave operator in the game with unmatched impeccable style.
 
WARDEN’S GADGET
Warden comes equipped with the Glance Smart Glasses. Upon activation, the glasses grant immunity to blinding effects from flash grenades, Blitz’s shield, and Ying’s candelas. If already blinded, the glasses will cleanse this, returning vision. Additionally, Warden gains vision through smoke, though the clarity fades with positional changes including walking, leaning, and crouching. Standing still will cause clarity to return shortly. The glasses function using a charge mechanic. They drain over the course of 10 seconds and recharge over 12 seconds. As long as the glasses have roughly one third of the charge, Warden can activate them.
 
PLAYSTYLE & COUNTERS
Warden best uses these glasses to gun down the attacker going for defuser-plant. They also allow you to perform as a thorn in the side of attackers, enabling you to hold positions that are difficult to deal with – positions that attackers traditionally use flash bangs to handle. As for counters, watch out for Thatcher, since his EMPs will disable your glasses. If zapped by Twitch’s drone, the same will occur. IQ can also detect your position while your glasses are in use, which can leave you vulnerable to wall-bangs and prefires in certain situations. You are also incredibly vulnerable to a well-cooked frag grenade and Capitao’s fire bolts. Zofia’s concussion grenades will still affect you completely, and Glaz is a formidable foe since he can see through smoke as well.
 
 
LOADOUT
Warden brings either the MPX or the M590A1. The MPX offers an SMG with virtually no recoil at the expense of pitiful damage output. As of Operation Shadow Legacy, you can equip it with the 1.5x scope, which combined with its tasty fire rate of 830, makes it a headshot machine. The M590A1 allows Warden to remodel site as well as hold very tight angles. This CQB shotgun favors the playstyle that aims to be a nuisance for attackers to deal with. As for secondaries, Warden brings either the P-10C or the SMG-12. The SMG-12 is very difficult to use, especially at range, but provides a fully automatic weapon for those who bring the shotgun, and performs much better in close quarters than the MPX. The P-10C, in contrast, is blessed with a clean sight and some low recoil, with respectable damage and low recoil. Great for spicy long-range 1 taps!
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It fits well into Warden’s kit for use as plant-denial.
 
The Deployable Shield is an amazing choice as well. It creates additional positions for defenders to play on site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. As an added bonus, this allows you to bring a gadget which forces attackers to expend their own utility in order to deal with it.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Master Bedroom [2F] and Office [2F]
The main approach to this site comes through Fireplace Hall. Teams pushing here will mostly clear Library and establish flank watch so they can breach Office and plant in the pocket by Wine Rack. In addition, they may send someone onto East Balcony to pressure Office further and West Balcony to pressure Piano. Holding Piano and Bathroom with a rotate or two in Closet creates more opportunities to control site perimeter. If attackers don't take control of East Balcony, use the window to your advantage as an angle or rotate against attackers in Fireplace. Garden is not a common option for main pushes, but it is a prime candidate for flanking attackers, so keep an eye on it. Lastly, attackers can rappel Master window, but there are so many run-out opportunities that it is a bit of a death wish.
 
If you bring the MPX this half wall in Office gives you an amazing perch to cover the site perimeter as well as Garden door. The only issue with this position is if attackers breach the corner behind you.
 
Alternatively, play this shield, or even consider placing the shield in the hallway flush with the doorway. This allows you to contest the site perimeter and keep an eye on Piano window.
 
When playing this shield, be wary of Balcony door and Master window. Reinforcing the corner on ping gives you another excellent position to retreat to. The table between will offer cover while rotating between spots.
 
If you bring the shotty and defend the Office, consider this shield on Wine Rack to cover Balcony door. You can also sit behind the half wall, waiting to swing on attackers pushing in Office Breach so you can blast them point-blank.
 
This is another amazing shield to defend site from, particularly if you run the MPX. It sits against the reinforced pocket in Master and can keep an eye on Balcony doorway.
 
This rotate in Bathroom can be great for moving around without overly exposing yourself to multiple angles. And Bathroom is an excellent room to hold with Warden's shotgun.
 
This line of sight, combined with the rotate into Office, gives you the ability to cover Balcony door and even Piano from yet another angle. You can even make this into a complete rotate if desired to give anchors added mobility.
 
 
BOMB SITE 2 – Bar [2F] and Gaming Room [2F]
Bar and Gaming was previously the least popular site in many ELOs – so most teams feel uncomfortable defending it. Now, however, it offers a pretty reliable defense. Since Gaming is difficult to penetrate, attackers are mostly forced to focus their assault on Library and Bar. This makes a push from Garden and Office the best bet for attacking teams. This approach is vulnerable to flank paths from Garden and features many destructible floors for roamers playing with C4s in Dining and Kitchen below. Site entrances can be defended by two anchors and one lurking Library Stairs to control perimeter. This player can also support whoever holds above in Library. The last can play C4s below the attackers' approach and possibly flank.
 
This reinforcement and line of sight help kep an eye on Gaming window and Mudroom. The shield on Pool Table keeps you safe while rotating between.
 
This line of sight gives another point to contest Gaming window while rotating between the reinforcements for cover. Make a rotate next to Gaming Doorway as well since that rotate isn't exposed to site window.
 
If you run the MPX you can play this shield in Bar watching Fireplace windows. Just be careful for attackers on the window to your close right on the stairs.
 
With the MPX you may also need to keep an eye on pushes coming through this hallway. The wall and hatch should be reinforced to keep you safe in this area of Bar. Just be wary of attackers opening the wall on ping.
 
A great position to play when defending this site is these stairs since you can contest attackers in the hallway above or below. This position is best held with the MPX.
 
With the shotty you are pretty equipped to deal with holding Library. This corner is a pretty safe default place to sit, and you can swing on attackers vaulting in the window on ping while watching Gaming window below through the hatch.
 
 
BOMB SITE 3 – Kitchen [1F] and Dining Room [1F]
This was previously the community favorite in most ELOs. Now though, it is quite difficult to hold onto Trophy since the staircase provides attackers with an easy pinch. This creates a common pressure point to be wary of. There are also a surplus of Soft Walls surrounding Site demanding reinforcements, and not a ton of cover in the site itself. The Kitchen Hallway is going to be a powerful position to hold onto, but can potentially be exposed to many angles and requires finesse to work properly. The main breach seems to come through Fireplace with a Dining Wall breach. And attackers will split pressure either above, or on West main, or Trophy. But the meta is still early and developing.
 
Playing on ping using this shield and reinforcement makes for a safe and influential anchor position. You can play here with the MPX or the shotty, but if you bring the shotty, open a rotate next to the reinforcement.
 
Place another reinforcement here and make sure the hatch is reinforced, opening this rotate too if you bring the shotty. If your team has an extra shield, have them place it here. This half wall is a great spot for the MPX.
 
Watch for flanks coming through West Main or coming from Trophy. These three reinforcements will help protect your team from these flanks. Notice the line of sight between Kitchen and Trophy for watching attackers trying to vault in Trophy window.
 
You can play this Kitchen corner with a shotty to keep an eye on Trophy window and potentially play vertically against attackers breaching the ceiling from Master Bedroom above.
 
Alternatively, you can play the breach close with a shotty, falling back to Dining Table or dropping hatch if needed.
 
 
BOMB SITE 4 – Snowmobile Garage [1F] and Wine Cellar [1F]
This site can be easily attacked if they bring multiple hard breachers and just blow all the walls open. If this is allowed, there are very few places left to sit in site safely. The site is best held from Connector (between sites) and 90 Hall (Blue Hallway) with another anchor in either Garage or Wine. Roamers should work on delaying control over Fireplace or delaying the breaches.
 
If you prefer the MPX consider playing this shield in 90 Hall watching Blue Stairs.
 
Alternatively, you can play this shield in Wine which covers the doorway and even the Boiler breach if attackers open the wall.
 
You can slip into Connector so long as the hatch above is shut and keep an eye on default plant.
 
If you're bringing the shotty make the rotate here where it is least exposed to attackers in 90 Hall.
 
When playing the shotty, sit on Fireplace stairs and keep an eye on this window. You can also go for nitro-chucking plays through the window on attackers breaching below.

Guide to Playing Warden on Chalet +26
Guide to Playing Warden on Chalet
drTaperdown
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verified LV.19 Big Chungus 1mo

Guide to playing 'Mute' in 'Bank'

■ Bank - Mute Guide
 
Bank is a map with three floors, from basement to 2F. While basement and 2F aren’t that big, 1F has the Lobby area and is much bigger than the other two floors. As a result, while there are only one objective locations on basement and 2F, there are two on 1F.
 
There are a lot of stairs and hatches in the building, meaning if the defenders use their roamers well, they can make the game a lot easier. It’s recommended that part of the defenders stay near the bombsite and hold an angle on the entrance and the windows, while the rest roam around and flank the enemy from behind. However, remember that there are routes like Sewer and Bank Garage, where the attackers can come in safely in the basement.
 
▲ Bank’s Objective Location. Each floor has different traits, making the fights different
 
Mute is a support operator, who can use the signal disruptor which can deactivate the attackers’ electronic devices. By placing it behind reinforced walls you can deny hard breachers using their gadgets or place it where you expect drones to come to prevent attackers from gaining information. You can place four signal disruptors so Mute is known as one the busiest operator during Preparation Phase.
 
Mute can use the SMG-11 as his Secondary Weapon like the other SAS agents, so it’s common to take the M590A1 Shotgun as the Primary Weapon. SMG-11 has a fire rate of 1270, but has a lot of recoil so it’s hard to use it in long range fights, making it a powerful but hard to use weapon. If you need something for long range fights, take the MP5K. If you need to remodel inside the bombsite, you can take the M590A1 shotgun and be versatile with your guns.
 
▲ SMG-11 is a Machine Pistol, but has a fire rate of 1270, and can be used like a Primary Weapon
 
▣ If '2F Executive Lounge ~ 2F CEO Office' is the site
 
On 2F, there often will be situations where the attackers surround the bombsite from multiple directions. The attackers often come up the Terrace, go to the Skulight Stairwell and try to break the wall at CEO Office, or come in through Stock Trading Room, and capture Hallway. Mute can place a signal disruptor behind the reinforced walls to prevent breaching. However, if you have Bandit or Kaid on your team, you shoud focus more on blocking drones.
 
Sometimes the attackers will rappel by the windows near the bombsite, and hold an angle there or snipe from the Lobby’s side. If you’re defending from the inside, be careful not to be exposed to these angles when positioning.
 
▲ You can open the top a little bit and throw a C4 or impact grenade when you hear a sound to stop hard breaching
 
▲ When defending from CEO Office, careful of windows and the circled angle, there can be snipers
 
▲ It’s recommended to have a rotation from Conference Room to Janitor Closet
 
▲ Signal disruptor placed at the Janitor Closet’s entrance, the signal reaches to Hallway, blocking drones
 
▲ You can check if the attackers are coming, at the Hallway, if you open this side at the Stock Trading Room
 
If you combine Staff Room and Open Area, it’s a very wide area, making it hard to cover the entire bombsite with his signal disruptor. There are wide entrances on both sides, and at the Printer Room, there is a window leading to, outside area, Back Alley. Try to place the signal disruptors at these areas, and make sure to check if the enemy comes in through these areas.
 
It’s also possible to come in through the 1F Archives, open the wall to Admin office, or go to the 2F and try a vertical play or a hatch drop. There are three hatches that leads directly to the bombsite, making it extremely vulnerable if the attackers get to the hatch.
 
▲ Place the signal disruptors so they don’t get shot easily
 
▲ Careful of attackers coming from this window at the Printer Room. Place a signal disruptor here
 
▲ If you open this area with a shotgun, you can detect enemy that came through the Printer Room window form the Staff Room.
 
▲ You can get a clear view on the bombsite if you open the hatch at the 2F, making it dangerous if the attackers get to it
 
▣ If '1F Tellers' Office ~ 1F Archives' is the site
Compared to the Open Area ~ Staff Room, this area is much smaller and there are no hatches here, making it feel like a closed area. As a result, it’s easier to stop drones. By placing the signal disruptors near each entrance, you can prevent the attackers gaining information.
 
While there are no hatches, the attackers can still try a vertical play from the 2F CEO Office, Conference Room, or the Executive Lounge, so be careful. It’s a small area, so if you get attacked from below and above, it will be a very difficult game. Make sure the place people to prevent this.
 
The attackers can breach the reinforced walls from Office Hallway to Tellers’ Office or breach the wall to the Archives from the Admin Office at the Open Area. Mute can use his signal disruptor here but it can easily destroyed by opening the floor from the 2F, so it’s not recommended.
 
▲ It’s standard to not reinforce the walls and open an angle or have a rotation open between each bombsite
 
▲ It’s easy to catch attackers coming through the Skylight Stairwell window from this angle
 
▲ The wall at the Admin office is three walls wide, making it not efficient to use the signal disruptor on it
 
▲ You need a signal disruptor here to prevent attackers breaching wall to Tellers’ Office from Office Hallway
 
▲ However, you can easily destroy the signal disruptor by opening the floor from the 2F. You can counter it with a Nitro cell if you want to.
 
▣ If 'B Lockers ~ B CCTV Room' is the site
 
The basement doesn’t have any windows, but there are routes like Bank garage and the Sewer, which lets the attackers to come near the bombsite at once. As a result, defenders often use a setup where Mira places her Black Mirror where the attackers might come.
 
Bank’s 1F floor is mostly unbreakable, so it’s impossible to do a vertical play. However, there are a lot of hatches. The ones in Open Area and Admin Office are very close to the bombsite so have people at these areas.
 
 
▲ Basic setup when defending CCTV Room. If the attackers come in, you can stall by throwing a Nitro Cell.
 
▲ Signal disruptor position at CCTV Room. If the attackers want to destroy it, they get exposed to defenders.
 
▲ They can come from the Bank Garage too.
 
▲ Hatch at 1F Admin Office opened. It’s right above CCTV Room, so it’s difficult to defend the bombsite opened, so don’t let the attackers open it.

Guide to playing 'Mute' in 'Bank' +19
Guide to playing 'Mute' in 'Bank'
RetroFlame77
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verified LV.24 Good Leader 1mo

Who'd be interested in this?

If I made posts explaining operators that I would bring to a certain site, in ranked, and why I'd bring them and maybe where and how I'd play them, would anyone like that or would it help anyone?
Like it might be more than 5 operators I mention but I'll just explain some useful operators and maybe mention the 5 best operators for defence/attack

Who'd be interested in this?
Shade Dizzy
Shade Dizzy Shade Dizzy
verified LV.30 Shotcaller 1mo

Guide to Playing Goyo on Chalet

Prior to its rework, Chalet was uncomfortable to play on – for defenders and attackers alike. There were relatively few positions to hold angles from, without feeling like you were overly exposed or risking getting caught out by someone on flank watch. Kitchen/Trophy and Garage/Wine tended to be the favored sites. Since the rework, it appears that the strongest site is now Master Bedroom and Office. In my personal opinion, Bar and Gaming make for a better second but many teams prefer Garage since it's more familiar. I also believe that Kitchen/Trophy (now Kitchen/Dining) takes the cake for worst site of the map – though this may prove false in time. Roaming, while strong before, is significantly stronger now, leaving effective roam-clear and flank-watch even more essential than before.
 
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
 
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
 
 
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
 
****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS***
 
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
 
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
 
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
 
DEFENDER BOMBSITES
 
BOMB SITE 1 – Master Bedroom [2F] and Office [2F]
The main approach to this site comes through Fireplace Hall. Teams pushing here will mostly clear Library and establish flank watch so they can breach Office and plant in the pocket by Wine Rack. In addition, they may send someone onto East Balcony to pressure Office further and West Balcony to pressure Piano. Holding Piano and Bathroom with a rotate or two in Closet creates more opportunities to control site perimeter. If attackers don't take control of East Balcony, use the window to your advantage as an angle or rotate against attackers in Fireplace. Garden is not a common option for main pushes, but it is a prime candidate for flanking attackers, so keep an eye on it. Lastly, attackers can rappel Master window, but there are so many run-out opportunities that it is a bit of a death wish.
 
This corner pocket in Master is a cozy spot for anchors, and with a rotate into Bathroom from the Closet it leaves you with a bit more mobility.
 
Add to the corner with a shield placed up against the Cabinet. Protect it with Mag-Net in the rafters or an ADS on ping which cannot be shot by attackers on rappel.
 
This line of sight, along with the Bathroom rotate creates even more angles to threaten attackers pushing into site. The line of sight could instead be opened into an entire rotate to add even further mobility.
 
If you need some flank watch or simply expect a push coming through this way, use this Volcan, protected with discs in the rafters or an ADS on ping. Just be sure to position the shield so the canister isn't exposed to Bathroom window.
 
You can also instead use one of your Volcans over here where it is easily protected with an ADS on ping or Frisbees in the rafters. This is great for denying attackers seeking entry through the Balcony. Whoever plays in the Office pocket can work this Volcan.
 
Alternatively, use the Volcan to keep an eye on Piano and the hallway leading up to it. You could have Wamai lob some frisbees above the window and into the rivets in the ceiling above.
 
 
BOMB SITE 2 – Bar [2F] and Gaming Room [2F]
Bar and Gaming was previously the least popular site in many ELOs – so most teams feel uncomfortable defending it. Now, however, it offers a pretty reliable defense. Since Gaming is difficult to penetrate, attackers are mostly forced to focus their assault on Library and Bar. This makes a push from Garden and Office the best bet for attacking teams. This approach is vulnerable to flank paths from Garden and features many destructible floors for roamers playing with C4s in Dining and Kitchen below. Site entrances can be defended by two anchors and one lurking Library Stairs to control perimeter. This player can also support whoever holds above in Library. The last can play C4s below the attackers' approach and possibly flank.
 
If you're on site setup duty, I highly recommend this combination of lines of sight and reinforcements, along with a rotate by the door. The shield on the table protects defenders rotating through Stock from Gaming window. The far wall on my crosshair should be reinforced, along with the single panel in Stock. Lastly, be sure Bar hatch is reinforced, and Gaming hatch is opened, with a defender playing the hatch from above. If you use a Volcan as the shield on the table you can trap attackers who hop in so that they can't push forward into site without taking damage.
 
This is a good Volcan to use to deny attackers from hopping in Mudroom. It is easily protected with an ADS or two or even some Mag-Nets. Break the furniture behind the shelf so you can tuck into the corner when aggressing towards the window.
 
In conjunction with the shield in Mudroom, you can stick one here in the hallway. Protect it with discs in the rivets in the ceiling above, or I believe you can melee some books and jam an ADS in the shelf! Though I have not tested this.
 
 
BOMB SITE 3 – Kitchen [1F] and Dining Room [1F]
This was previously the community favorite in most ELOs. Now though, it is quite difficult to hold onto Trophy since the staircase provides attackers with an easy pinch. This creates a common pressure point to be wary of. There are also a surplus of Soft Walls surrounding Site demanding reinforcements, and not a ton of cover in the site itself. The Kitchen Hallway is going to be a powerful position to hold onto, but can potentially be exposed to many angles and requires finesse to work properly. The main breach seems to come through Fireplace with a Dining Wall breach. And attackers will split pressure either above, or on West main, or Trophy. But the meta is still early and developing.
 
This half wall in Dining provides an excellent position to cover the main breach on Dining wall. You can even contest attackers in the hallway. Protect it with an ADS on ping or behind Dining Table, or discs as shown, or again behind the ceiling rivets.
 
This setup gives freedom to rotate between Kitchen, Dining Half wall, and Kitchen hallway, while providing multiple angles for anchors to cover attackers approaching from Kitchen Hall or West Main. I'd recommend reinforcing the wall on the right if your team can spare them so your Volcan can't be shot from behind.
 
You can also slap a Volcan here to use for watching West Main windows, with ADSs protecting it under either window, or potentially behind the mini table in the center.
 
This Volcan can help delay attackers trying to enter into Trophy window. Using it with the Line of sight shown, you establish a crossfire with the help from a defender in Kitchen.
 
 
BOMB SITE 4 – Snowmobile Garage [1F] and Wine Cellar [1F]
This site can be easily attacked if they bring multiple hard breachers and just blow all the walls open. If this is allowed, there are very few places left to sit in site safely. The site is best held from Connector (between sites) and 90 Hall (Blue Hallway) with another anchor in either Garage or Wine. Roamers should work on delaying control over Fireplace or delaying the breaches.
 
This is a standard shield which can be used to cover Blue Stairs. Just be sure it is protected with a decent amount of utility so it isn't destroyed and used against you to stop rotates against your will. Conversely, detonating it to deny flanking attackers can prove quite useful if attackers are approaching from all sides.
 
You can also slap a Volcan here and protect it with an ADS or two or even Mag-Nets above. This is great for plant denial or using as cover to toss a nitro over to kill the planter.
 
This Volcan will be a huge nuisance for attackers to deal with as well and can also be used as cover for tossing nitros over. Frisbees in the rafters, or an ADS
behind the Snowmobile will keep it safe so it isn't used against you.
 
These walls in Wine should be reinforced, with the one on ping being optional, depending on whether or not you want to hold Boiler.
 
If you do choose to hold Boiler, set it up as shown with either an ADS on ping or Mag-Nets behind the pipes and electrical boxes to soak up additional utility.
 
From here you can swing on attackers in Trench through site doorway as well. If a teammate is covering Trench, you could potentially try reinforcing this wall with one from your pocket while your Volcans are burning and preventing attackers from approaching.

Guide to Playing Goyo on Chalet +22
Guide to Playing Goyo on Chalet
drTaperdown
drTaperdown drTaperdown
verified LV.19 Big Chungus 1mo

Ps4 Ranked

I'm a bronze 2 at the moment due to randoms selling every game. My KDR is 1.14 and the online id is xXTragic_TearsXx

Ps4 Ranked
McFxckUp
McFxckUp McFxckUp
LV.2 Lurker 1mo

training grounds

I'm looking for 1 or 2 people to grind 20 games of training grounds.

training grounds
mabzo
mabzo mabzo
LV.6 Nomad 1mo

Easy Guide to find Secret area in siege

Use someone with grenades in the map Tower in a custom game and go to first floor Bird room and you’ll see a box
then shoot it and throw your drone in there and this is what you’ll find
take your drone out and throw your grenades which will break the books
and this is what you’ll find i’m not gonna show what’s in there so then it’ll be a surprise for you hope you enjoyed let me know if you did this

If anyone had trouble with this i’ll do it with them in customs

Easy Guide to find Secret area in siege +2
Easy Guide to find Secret area in siege
Pancake man 3O3
Pancake man 3O3 Pancake man 3O3
LV.22 Carry Me 1mo

Guide to playing 'Fuze' in 'Kanal'

■ Kanal - Fuze Guide
 
Kanal is a map where two buildings are connected together. The west building consists of basement and 1F, while the east building has an 1F and 2F. The west building is colored blue and the east building is colored red, so sometimes people call it blue building and red building. On both 1F and 2F there’s a bridge that connects the buildings so you can consider it as one big building.
 
There are two objective locations in each building. One on 1F and 2F for Red Building, and one on basement and 1F for Blue building. The defense team tends to prefer the Red buildings 2F because they don’t have to worry about vertical plays, or the Blue building’s basement where it doesn’t have any windows leading outside.
 
▲ Kanal’s objective locations are divided on each building
 
Fuze can use the Cluster Charge, which can be deployed on destroyable walls, floors, or a barricade and shoots out five grenades (that looks like a hockey puck). One hockey puck is strong enough to kill an enemy, but it shoots out five so it’s a very powerful weapon. However, there’s a delay until it shoots out the pucks and actually explode, making it hard get kills with it.
 
▲ AK-12 has a damage of 45 and a fire rate of 850, and is known as one of the best gun available to attackers
 
▣ If '2F Server Room ~ 2F Radar Room' is the site
 
You can’t do a vertical play on the Red building’s 2F, so it has a relatively high pick rate. However, there is the Balcony Renovations area outside the Red Building’s 2F, which the attackers can climb and attack the inside. The attackers can also breach the wall on the Radar room’s side. So it’s a good idea for the attackers to use Thatcher with a hard breacher.
 
There’s a window on Control Room Hallway and Server Room corridor, giving an angle on the inside of the bombsite. They defenders may be waiting for you there so have a drone go in first. If you want to, you can use your cluster charge to destroy defense gadgets and push the enemy away.
 
You can also try to snipe from the Blue Building’s roof through the Radar Room’s window, or clear the Printer Room and head to the Control Room through the Upper Bridge. If this works, you can the pressure the defends from both inside and outside.
▲ The Balcony Renovation’s reinforced wall, the key to capturing 2F. If you breach this wall, you get a clear view until the Radar Room.
 
▲ You can hold on angle from the Control Room Hallway’s window to Radar Room. The defends can you this angel too.
 
▲ You can get an angle on the Server Room from Server Room Corridor window
 
▲ You can hold an angle at the Radar Room from the Blue Building rooftop
 
▲ through the Coast Guard Roof to the Printer Room,
 
▲ and cross the Upper Bridge to head to Control Room. This route can ruin the defenders’ plans.
 
▣ If '1F Security Room ~ 1F Map Room' is the site
 
Bombsite is on the 1F of the Red Building, and a vertical play can be done from the 2F. The 2F Radar Room and Server Room both has destroy able floors, and there are three hatches going down, so vertical plays are very effective. Fuze can use his cluster charges, making his vertical plays especially effective.
 
If you’re planning on going directly to the 1F, go through the Parking Entrance or the Construction Entrance, or cross the Lower Bridge from the Blue Building. Either way, make sure to work with your team coming from the opposite side.
 
▲ The 2F has a lot of hatches to the 1F and is good to do a vertical play so clearing it first is recommended
 
▲ Fuze can deal damage on a wide area by placing his cluster charge on the floor, so he’s effective when doing a vertical play
▲ 2 When coming down the 2F Red Stairs, be careful of defenders waiting in the circled area
 
▲ You can rappel from the Middle Road and go for the Projector Room’s window
 
▲ If you entered through the Construction Entrance, you can breach the wall to the Kitchen or go to the Map Room Corridor
 
▣ If '1F Coast Guard Meeting Room ~ 1F Lounge' is the site
 
Bombsite is on the 1F of the Blue Building. Blue Building’s 2F has the Coast Guard Roof laid out so it feels like it’s the entire floor, but the Printer Room in the corner of 2F is the only place you can do a vertical play on the 1F Lounge. Her, you can use Fuze’s cluster charge to clear defense gadgets behind the Lounge’s reinforced walls. If there’s a hard breacher on the team, you can continue by breaching the wall to the Lounge.
 
You can also go down by the 2F White Stairs to the 1F, head to reception and go to Archives or Radio Room Hallway. However, there aren’t that many place Fuze can use his cluster charge so it might be better to be an Entry Fragger.
 
▲ Angle on Radio Room by rappelling down East wall of building
 
▲ If you break the floor or use a cluster charge from the 2F Printer Room, you can clear the defense utilities behind the Lounge’s reinforced wall
 
▲ can then go down Blue Stairs and breach the Lounge’s wall for advantage
 
▲ You can hold an angle on the Lounge’s window from the Middle Road while rappelling, but it’s not recommended
 
▲ Breaching Archives’ wall after entering through Reception. If you don’t have a hard breacher on the team, you can go straight to the entrance.
 
▲ Coast Guard Meeting Room wall breached after going to Radio Room Hallway from Reception
 
▣ If 'B1 Kayaks ~ B1 Supply Room' is the site
 
Bombsite is on the bottom of the Blue Building. There are no windows, so the attackers can’t attack from the outside. Meaning they have to enter the building first to get near the bombsite, making it hard for them to win.
 
Of course you can do a hatch drop from the 1F Coast Guard Meeting Room or do a vertical play. Fuze can use his cluster charge on the floor at the Archives to clear defense gadgets behind the walls at Pipes.
 
If you went directly to the basement, enter through Basement Stairs or Supply Room Corridor, or head to Diving Room or Locker Room from Diving Alcove. All of those routes must be used after checking with drones.
 
▲ Heading to Supply Room Corridor after coming down Basement Stairs and breaking the barricade. Careful of defends waiting in the Bathroom on the right.
 
▲Diving Room window broken from Diving Alcove
 
▲ Locker Room window destroyed from Diving Alcove. Careful of defends hiding inside.
 
▲ Hatch at 1F Coast Guard Meeting Room destroyed. You can have a clear view on the Supply Room.
 
▲ can use your cluster charge to clear defense gadgets by placing it on the floor

Guide to playing 'Fuze' in 'Kanal' +23
Guide to playing 'Fuze' in 'Kanal'
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Guide to playing 'Frost' in 'Club House'

■ Club House – Frost Guide
 
Club House is a medium sized map, consisting of three floors from basement to 2F. There are two objective locations on 2F, one on 1F, and one on the basement. The bombsites on 1F and 2F has windows leading outside, making it easier for the attack team to shoot from outside. So it’s important that the defending team position themselves so they won’t be shot from outside.
 
Usually the attack team will try flank the enemy by having some people attacking from the windows, and the rest going into the building. Which is why it’s ideal for the defense team to have roamers and block the flank.
▲ Club House’s objective location. The basement doesn’t have windows, but is smaller than the other floors
 
Frost is one of the trap operators, and can use the Welcome Mat which instantly downs the attack team who stepped on it. However, the Welcome Mat can only be placed on floors, and it’s not invisible like Lesions’ Gu Mine, so it’s a high risk high return gadget.
 
This is why it’s crucial for Frost to make sure the Welcome is placed where it wouldn’t get destroyed easily. Club house has multiple windows the attack team can use to get in the building. Placing the Welcome Mat under windows would be a good way to use them. If you do this, the attack team has to either shoot the Welcome Mat under the window frame or shoot the defense team hiding inside, making it harder for them to come in.
 
Frost can use the 9mm C1 SMG and the Super 90 Shotgun for her primary weapon. Of course the C1 SMG is used more, but it has a high damage of 45 but an extremely low fire rate of 575, making it an odd weapon that requires getting used to. The low fire rate makes it hard to use in a 1v1 situation so try to avoid that and go for ambushes.
 
▲ 9mm C1 can use the Scope 1.5x
 
▣ If '2F Gym ~ 2F Bedroom' is the site
 
In this area, the attack team will try to use a hard breacher to breach the wall at the west Balcony to the Bedroom Hallway, while covering their team from the windows at the Gym or the Bedroom. The defense team can use Bandit or Kaid to prevent that, but the attack team has an angle behind reinforced walls from the Gym windows. So instead of blocking them from coming at all, it’s stalling as long as you can.
 
There are a lot of windows around the bombsite, so you can place the Welcome Mat under these windows and wait for the guests. If they don’t come in, position yourself at an angle where they can’t shoot you unless they come in through the window, and wait for the enemy to shoot the Welcome Mat while coming in.
 
If Frost has the Deployable shield, you can place it on the doorframe at the Gym, giving Bandit or Kaid trying to do a Bandit Trick at the Bedroom Hallway.
 
▲ Both bombsites has a window leading to Central Sub-roof, so be careful of the enemy coming through here during the whole round
 
▲ You place the Welcome Mat under window frames you expect the enemy to come
 
▲ You can ambush the attacking team attacking the bombsite from the Central Sub-Roof, from the the CCTV Room’s window
 
▲ If you place a Deployable Shield here, you can cover behind the reinforced walls at the Bedroom Hallway
 
▲ If you place the Welcome Mat here, the debris from breaking the hatch from the roof kind of hides the Welcome Mat. It works well more than you think.
 
▣ If '2F CCTV Room ~ 2F Cash Room' is the site
 
There’s a window that leads to the CCTV Room and a breachable wall, so there is a high chance of attackers trying to flank. The default plan for the defense team would be to divide between Cash room, garage, and Eastern Stairs while stalling as long as possible.
 
The attacking team often enters through the windows at Gym or the Bedroom, and heads to the Cash Room, so it’s possible to place the Welcome Mats under those windows and wait. Or you can place them at the Eastern Stairs or at the stairs at the Garage to block the enemy from coming in. When you’re going up the stairs, it’s hard to see the Welcome Mat so it works quiet often.
 
▲ There’s a window at the CCTV Room be careful of enemy attacking through here
 
▲ At the Construction window, you can have an angle on the enemy attacking through the CCTV Room’s window
 
▲ It’s good to make a rotation from Cash Room to eastern Stairs
 
▲ It’s hard to notice the Welcome Mat while going up the stairs
 
▲ It’s hard to notice the Welcome Mats when placed above the stairs
 
▣ If '1F Bar ~ 1F Stock Room' is the site
 
1F has even more doors and windows leading outside so it’s a harder place to defend. The Stock rom bombsite has two doors leading outside making it almost impossible to hide inside. As a result, the defense team usually breaches the walls beside each bombsite and defend the Stock Room from the Bar or from the Stage.
 
Also, be aware of vertical plays from the 2F. There is a hatch from the 2F Gym to the construction, and if the attackers come through here, the defense line could break very easily. So reinforcing the hatch and having a roamers for this area specifically is a considerable option.
▲ Stock Room has two doors leading outside, so there’s almost no place to hide
 
▲ So it’s common to breach this wall and defend the Stock Room from the Stage
 
▲ Attackers often attack from the Bar’s window, so have a Welcome Mat under it
 
▲ Or you can open the Hatch at the 2F Gym and wait for them coming through the Bar window
 
▲ You can look down at the Stage from the Construction hatch. Reinforcing it is recommended.
 
▣ If 'B Church ~ B Arsenal Room' is the site
 
Unlike the previous locations, the basement doesn’t have any windows, doors, or walls leading outside, so the gameplay is very different. The attack team will either come straight to the bombsite after entering the building or try a vertical play from the different hatches on the 1F. The defense team should try to find out where the enemy came from and strike from behind.
 
There are no windows so there’s not that many areas to place the Welcome Mat. So if the basement is the bombsite, maybe it’s best not to choose Frost. But if you did, set up a Deployable Shield at the bombsite’s door frame and place a Welcome Mat behind it. Or place them on the 1F, where you expect the attackers to enter through.
 
▲ Try to reinforce the Escape Tunnel route at the Construction site during the Preparation Phase.
 
▲ Reinforce the hatch at the 1F Kitchen to the Arsenal Room
 
▲ The hatch at the Bar leads to the Memorial Room which is next to the Church so reinforcement is a must.
 
▲ There are no windows at the basement so place the Deployable Shield at the door frame and place the Welcome Mat behind.

Guide to playing 'Frost' in 'Club House' +20
Guide to playing 'Frost' in 'Club House'
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