Guide to Playing Wamai on ClubhouseGuides
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.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility. WAMAI’S GADGET Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating. Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from. LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well. The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction. 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 shield helps you stop attackers from pushing in the hallway after breaching Jacuzzi. You can plant your discs against the lip of the left wall, and behind the boxes as well to stop projectiles sailing towards you or coming up the stairs.
You can even swing around into Logistics to toss some of your Frisbees at the ceiling if attackers try to flash their way into a hatch drop.
Holding Gym becomes much easier with some added cover and some discs, especially since they replaced the weight lifting machine!
With this line of sight you can stop attackers from pushing in Bedroom door as well.
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. If Thatcher is banned it can be useful to hide a disc here early on to intercept projectiles coming in through the breach. When its behind the monitor it cannot be shot from CCTV window.
Similarly, hide one by CCTV window where it cannot be shot by attackers outside the breach. The best position is behind the computers below the shelving. Just break them and toss it in the dark corner.
Position at the top of Red Stairs with a forward shield and reinforce the wall closest to it. Make some punch holes in the middle panel to contest Cash doorway, and ask a teammate to open up the far panel so you can move into Cash if you need to.
Another great position for Wamai is Garage rafters. There are plenty of places in the vents above for you to toss your discs. This position is best held with a rotate on ping.
Just make sure the Garage walls below you are reinforced so attackers cannot enter here and easily shoot your discs.
Extending into Construction can help waste additional time and control the perimeter. This shield gives you added cover and you can protect it with discs hidden in the ceiling above. Just be sure there is some breach denial on the walls behind you if you wish to play in here. If you open lines of sight in one of the Cash walls, a teammate can work with you to set up a crossfire.
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. From this position you can watch the side door on Stock. Reinforce the Stage wall and hatch to keep you from getting harassed by multiple angles. Your frisbees can be lobbed at the ceiling above and hidden in the speakers.
If you position the shield with a small gap, you can even get a pixel on attackers pushing through Lounge while holding Juke Box.
You will likely need to place some discs in Wolf as well to catch projectiles attackers toss if pushing through this way.
If you want to play a real nuisance of a spot, break the boxes in this corner and set up a shield here. There are plenty of locations for your discs in this room and you can cover both doorways.
These are some great Mag-Net placements. Smash the boxes behind this trashcan on ping as well for an additional location to chuck your discs.
You can use these ones as well to catch grenades from attackers trying to lob them over the center rack. Just be careful with these blue bins at the feet. If attackers get close to the side door, they can shoot you through them. An ally playing near Kitchen hall should be able to stop them from doing this.
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. Holding Blue Hall can really be a pain for a lot of attacking teams to deal with, as long as Thatcher is banned. Start it off with discs in these two locations, and play behind the Generator.
You can set up a shield facing Garage Ladder to give you more room for positioning and some slits to peek attackers from while prefiring.
Another great place to stop attackers is this choke point in Church. Many attacking teams will try flashing their way through a Motorcycle hatch drop. Position your shield with a small amount of spacing to damage them through this pixel angle.
You can also hold Dirt with a shield flush against this wood. This will be tough for attackers to deal with and require plenty of utility. A Montagne pushing this way will not be so easy to deal with though, so if you plan playing here you may wish to ban him. If they ignore Dirt you can always turn around to use your discs to stop attackers from flashing or smoking a Kitchen Hatch drop.