Guide to Playing Wamai on BankGuides
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.
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 – 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. Playing this corner in Meeting can be quite influential on denying flanks. A bandit battery on ping can really secure your position. The panel on my crosshair should be blown open with a rotate into Janitor.
You can toss discs above the doorway and even hide some in the Meeting table chairs if needed. Just be careful since if they are pinged by a drone they could be easily wall-banged.
From the above position it is simple to turn around and deny attackers trying to hurl projectors into Janitor Closet.
Ask a teammate to make another rotate from Janitor into CEO Office so you can also deny attackers from smoking their way into CEO to plant after breaching. The cabinets make for some good locations for your frisbees.
Alternatively, you can hold the window room with this shield, protecting it with discs on the pillars and light fixture.
You'll also want to protect yourself from being bombarded with grenades from the window, so stick some discs in the upper corner. You can also place some discs on my crosshair to prevent grenades from flying your way through the breach. Or toss them in the cabinet near the breach to intercept smoke grenades.
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. This shield watches Elevator hallway which is a site entrance you certainly don't want giving attackers access to. Reinforce the floor hatch to give you a safe pocket to sit in in case the shield is destroyed.
You can toss your discs in the upper corner or below the desk to capture explosives, whether they're flying through the hallway or dropping from the soft ceiling above the South side of Open Area.
This single panel and hatch should be reinforced to give you proper cover from behind. In fact if your team has Kaid, this hatch should be protected with an Electroclaw as it is very important for defending this site. You can also open up a line of sight on my crosshair to help you cover Printer window.
If a teammate has the spot above covered, or you prefer not dealing with a hatch above, you can cover Electrical doorway and this entrance to Staff Room. Just plop your shield against the bomb chassis and fling some frisbees above the doorway or in the kitchen.
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. Placing this shield in Tellers' Office gives you a nice little pocket to play in with cover on either side, leaving you with just the ceiling to worry about - hopefully your roamers have you covered! Here are a couple locations for your discs on this side.
If attackers focus this side, use the Cash dispenser for cover and a nice little pixel angle. Here are some candidate locations for your discs on this side.
You can also stick your shield over here and reinforce the panel behind you. This is good for keeping an eye on Lobby and protecting Lobby wall from being breached. Have a teammate create a rotate between sites near your reinforcement so you can swap sites easily, or at least open up some lines of sight on Archives entrances.
You can also play a super aggressive shield in Tellers itself, and have a teammate pop the hatch in case you need an escape route. Plant your Mag-Nets below the desks or against the lip above.
Just be super careful of these particular Lobby windows if you opt to play this shield. Attackers rappelling here can trap you in this position. For this reason, you will want to place this shield here at the very end of prep phase so the enemy doesn't catch an early tip off to your bold plan.
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. Delaying Dirt as long as possible can eat up a ton of utility from attacking teams and potentially score some early picks. When you play the Server rack, you commit to defending this room until you die. Hopefully you either trade the kill yourself or have an ally in site to even the playing field.
You can plant some discs on these locations and play further back in site, especially if the hatch above is protected by Kaid or your friendly neighborhood roamer.
Garage is another area you may want to expect projectiles coming from. Whether it's a Selma from Ace, or some flashes/smokes from an Ash or Capitao covering their advance, you'll want to catch it. Rotate over here to toss some frisbees if you get a whiff of attackers pushing deep into Garage.
This shield can assist in covering Garage, but becomes nullified if attackers open the above hatch. The disc in the upper corner will catch projectiles bouncing through the doorway or dropping from the open hatch. In order to strengthen this position, have Kaid plant an electroclaw on ping to take care of the hatch and the single panel.